On Service Design — NNG Speaks with Thomas Wilson
Thomas Wilson
This is the Nielsen Norman Group UX Podcast. Transcribed and edited from July 25, 2023. Therese B. Fessenden & Thomas Wilson sat down to have a delightful conversation about Service Design. Live on Apple, Google and Spotify.
Therese: UX is a broad term. Yes, it means user experience. Use Experiences aren’t limited to digital designs. The best ones are a careful orchestration of many kinds of interactions. Physical, digital, interpersonal. To honor range of experiences and different types of design work in our field, we’ll be sharing interviews we’ve had with members of our UX Masters Certified Members of our NNG Community who are applying these principals in their work in different ways.
Today we’re featuring a type of design that’s less focused on visual appearances, and more focused on untangling really gnarly complex problems. Service Design. To do that, we’ll be sharing an interview we had with UX Master Certified Thomas Wilson. Thomas is a Senior Principal Service Designer at United Healthcare, who’s spent the last thirteen years in the Service Design space. In this episode we discuss what Service Design is, how Thomas got into this field, and what makes the work so challenging but also so rewarding. So, without further delay, here’s Thomas.
Therese: So, Thomas, it’s good to have you here. I’m excited to have you tell us a little bit about your work and especially around Service Design, which is a field that’s growing rapidly as far as, like, a field that is adjacent to, slash related to UX so I’m excited to kind of dissect that relationship a little bit and learn a bit about you. So, before we get into, how you got here, I would love to sort of dissect what Service Design is because I think we have a number of folks who may have heard of this term but don’t really know what Service Design is and maybe want to know a bit more. How would you define it?
Thomas: That’s a great question. And if you ask twenty different people, they’d probably give you twenty different answers. If you ask people who are in the European countries, especially like Scandinavian and Nordic countries, they would definitely give you a different answer than folks in the United States because we’re kind of functioning at different levels and Service Design is less mature over here than it is there. But my definition would be that Service Design is the research and analysis and design of those choreography of interactive touchpoints that customers have within a system or service. It’s all about solving problems and trying to create positive outcomes for customers, employees and the organization. It spans everything from Systems Design, Business Design, Venture Design, Organizational Design, CX, EX and as you previously mentioned, UX. And any aspect or iteration of innovation, and designing new products and services. Really, it’s all about customers, right? It’s about customers and business and merging those needs.
My personal philosophy is the only type of persona or archetype that really matters is a real one. And the only type of service experience that matters are the ones that consumers, customers and employees are actually having. So, we map those things out to better understand those pain points so we can provide a more preferred solution for the future. We’re in a service economy right now. Everything is a service, including software. That’s where SaaS comes from, ‘software as a service’.
Therese: Yeah, I kind of laughed a little bit when you mentioned that, depending on who you ask, you might get twenty different definitions, because I feel like there’s a constant debate on LinkedIn for example, where some people will be like “Well, Service Design is, like, more all encapsulating than UX is” and then UX’ers are like “Well UX captures services” and there’s always like this one-upping of whose domain is more responsible. I always kind of laugh a bit at this. Not because I don’t think it’s appropriate or accurate, cuz I think both of these kinds of schools of thought have some level of truth to them. But, what you mentioned, the sort of orchestration of all of these moving pieces which includes employees, which includes all of these maybe third-party partners and systems and making it something that works as like an ecosystem. And that delivers an experience to customers. And I definitely can see that, at least that’s how I see these as co-existing. Like neither is more important. They’re both essential ingredients to delivering a good service.
So how did you discover this? Have you always been in Service Design or has, have you sort of gotten into this space from an adjacent field?
Thomas: No. So, it’s funny that you ask because I started off many years ago being a visual designer and a writer and, you know, kind of doing that art director/creative director track, you know what I mean? I don’t want to age myself, but in the early 90’s I started off doing that. When I started going to school, there wasn’t a lot of availability to understand human factors and I’d certainly never heard of Service Design at that point but, not even UX, it just wasn’t even a common thing in the early 1990s. And so I started off in the nascent years of the web, because I moved from Miami where I was doing retail where I worked for Burdines and Bloomingdales, which is now Macy’s, and I was airbrushing tattoos and piercings off of models on Christmas Eve, making ads, photoshoots, etc. I came back to Houston and there was none of that kind of work. I was doing that work on Apple Mac IICIs, Sunn SPARC stations and CAMEX, and Unix systems.
In Houston you have a lot of oil and gas, petrochemical environmental and healthcare. Those are basically the big industries there. I started working for the oil and gas industry and getting into doing schematics and diagraming and mapping for GUI devices and interfaces. Back then was called Graphical User Interfaces, GUI. And, doing that HMI work and like SCADA controls and requirements. I was working on things like nuclear reactors, and deaerators and various types of electronics, like heat exchangers and pumps and then medical. And then to more customer-facing things like websites and intranets, kiosks, inside of retail environments. Understanding those form factors, touch target sizes, and things like the average height of American males that would be working in a factory that would be touching the device that I’m making. I started learning those types of things and geeking out on them just naturally, and so I didn’t really know it was called anything, I just knew that I wasn’t as fascinated with gradients and fonts and things like that that some of my counterparts and friends were doing.
I was more interested in how things worked, so I started doing a lot of employee experience design as well. So, having your feet in both of those worlds, it really started pushing me more into that direction of understanding like brand marketing, digital, employee experiences and intranets. Being inquisitive about collecting data on those people, places, partners, props and processes and how that stuff works. And just like you mentioned a second ago, I really got immersed in wanting to understand those ecosystems. And when I started doing more software, like the early 2000’s, merging the customer experience and getting those customer requirements or user requirements with the business needs and business requirements like BRD’s and distilling those down into product needs and product requirements, that’s when it all kind of became very clear that I was doing more than just visual design, more than just UX, or UI. You know, by mapping all of these things out. That’s what I really got fascinated about and started hearing the term Service Design. It was probably the early 2000’s.
Therese: Yeah, the more I think about it, it seems like Service Design is a relatively new discipline. At least as far as what we’ve been covering, cuz we do have our Service Blueprinting class at NNG, it’s a class I share with Sarah Gibbons and a couple other folks. And we talk a little bit, it’s funny, that class has evolved. We used to talk a lot more about the history of Service Design and covering some of the very early papers that came out in The Harvard Business Review, and that was like the 80’s. Which, to some who are entering the industry that might seem like it’s an older field but it’s really not. It’s still relatively new compared to a lot of other disciplines that are adjacent to it. So, in many ways it does seem like it’s something that’s still growing. And, like you were saying, there are some areas of the world, some industries that maybe have more Service Design maturity in the sense that they’ve had more time to establish some best practices and other are just getting their feet and even realizing that this is something you can do. And it’s really kind of a fun time to be involved in a way.
Thomas: It’s exciting but it’s also a little bit nerve wracking to some degree. But, yeah, it’s new to most of the larger organizations in the United States and, as I said, we’re still doing it a little bit weirder and not at the top of our license. So, there’s a lot of evangelizing and proselytizing to go along with that so that we can get to a place that’s a bit more respected like it is in places like Germany, Norway, Scandinavia etc. They really do respect it over there and they do it well and it’s valued.
Therese: Yeah, and I’d definitely love to kind of explore that side of things in just a moment. You kind of mentioned that right now there’s a lot of figuring things out, for lack of a better way to phrase it, in the US where we’re still figuring out what is best practice for us and how can we make this work for us. And, of course, as a result, we often learn a lot in the process, where there might be things that we realize, wow, we got that all wrong or oh, maybe we got that part right. But what do you think is the biggest misconception that people tend to have with Service Design? What are the biggest, I would say, misunderstandings?
Thomas: That service designers should be product designers that get down in the weeds with heavy lifting or iterative UI production and ongoing product incrementalism. Or that they should be one-third of the three-legged stool analogy. Service designers should, in my opinion, and most people’s opinions, answer directly to the business first. They should answer to business or if they need to be on a team, governed by a specific area, it should probably be Customer Experience second or be on innovation or flex teams that float across the org and LOBs but answer to those folks or to business and portfolio managers or some type of design leadership.
Where it gets problematic is where it’s not understood and sometimes it’s not even respected. That makes things a little bit harder, if you’re in a large organization. That’s if it’s not put in the right place or context and if it isn’t supported. That will be difficult for service designers to operate at the top of their license and to function for the business and for the customers.
Therese: You know what immediately comes to mind when you mention like “not respected?” And I certainly don’t want to throw all my public sector buddies under the bus but when thinking about how a lot of large organizations, federal entities or otherwise, there tends to be this sort of belief that well, they’re employees, they’re designing whatever they need to design for their teams. They’re not users, we don’t need to study them, we don’t need to do a deep dive here, they’re just going to use whatever we tell them to use, right? There’s often this lack of regard or at least lack of understanding the value of doing research with employees.
Thomas: I would argue that it’s a lack of respect intrinsically. One of the most important things is when we understand why human-centered designers and service designers— design and the methods that we employ, it’s out of love. It’s out of love and respect for customers because we see ourselves in them and that’s really what empathy is rooted in, right? It’s a secondary notion. It’s rooted in love. So if you’re not doing this for the love of solving problems for humans, you’re probably doing it for the wrong reasons That’s one of the things that’s challenging about what you just asked, it’s just when you don’t have that buy-in or support from leadership and they don’t understand it or they don’t respect the idea that the majority of what a Service Designer does is research right?
We’re researching and then we’re mapping the things that you’re discovering and finding out and you’re getting that shared consensus. And so that notion that they should be isolated or distributed among teams or governed by PM’s. When businesses are really immature, and they do that sort of stuff, and they don’t understand the value and promise of Service Design or strategy, you know, allow us to work at the top of our license, then they’re just not getting the very best from what we’re capable of. And the real losers in that framework are the customers, unfortunately.
Therese: Yeah, I actually love to unpack the idea of the word customer too, because in Service Design, you’ve got a lot people who could be considered customers, right?
Thomas: Yup
Therese: We’ve got end-users which, in UX…
Thomas: Employees, Advocates, influencers, 3rd party service people.
Therese: Yeah, you’ve got employees who could be end-users in some cases or you can have agents who are working in a system that customers also see and, you know, you might have two people working in the same system but seeing very different views or very different groups of information. And, in a way, we’re sort of like neglecting half or more of an experience by not designing for employees in the process and having that same kind of care and attention and empathy for co-workers or people who may not be immediately on our team but people who are inevitably working on these systems together.
Thomas: Right, right. Yeah, you have a lot of different people in that lexicon. You have service customers, service users, frontstage service employees like when you start talking about blueprinting, you have the backstage service employees, you have partner service employees, you have all those people. And understanding the difference between CX, EX, UX. They’re all just humans, right?
Therese: Absolutely. You mentioned service blueprinting, and what comes to mind for me is actually this debate I’ve seen recently, and I would love your thoughts on it, but it has to do with the idea of Service Design is not service blueprinting and service blueprinting is certainly a tool of Service Design.
Thomas: Oh, sure. It’s an artifact.
Therese: So, I would love your thoughts like on how service blueprinting kind of fits into what you typically do on jobs that you’ve had as a Service Designer.
Thomas: Sure, so I think there’s a holy trifecta of a persona or archetype group, how that is visualized via their journey and that top piece of the journey, the top lens would be that persona or the archetype group and how they’re going through a specific use case or scenario. And solving a problem or how they’re going about their, whatever their job-to-be-done is or experience they’re having. That top part of the journey feeds into and is a part of the blueprint, at the top of the blueprint. And then you do, of course, all the frontstage and backstage and all of that stuff.
So, when you look at those three things, what those things are rooted in are the hero’s journey. The Hero’s Journey, and now I’m going to get a little metaphysical, and a bit numinous. Joseph Campbell, Carl Jung, this is where we get these ideas from. And they got them form thousands of years of human storytelling. What we’re doing here is we’re doing one of the oldest things you can do, tell stories. We’ve dated some of these things back as far as ten thousand years but a lot of the things that we’re discovering in tombs, inside of pyramids of Giza, Mesoamerica, The Middle East, Asia and Africa and things like this; there are journeys, blueprinting, scenarios, crazy sixes, crazy eights, storyboards, personas, icons and glyphs, semiotics. All of this stuff is on the walls of the pyramids. So, we’ve been telling stories about humans, what we do here and in the afterlife, for thousands of years.
So, this notion of storytelling isn’t new and I don’t think Service Design or human-centered design is really new. I think that we’re using these artifacts to tell stories so that we can relate to one another so that we can build consensus and that’s why I mentioned previously this is rooted in love because when you have a passion for solving problems for human beings, you’re going to tell their stories with more than just a few details and touchpoints or empathy, you know what I mean?
You’re going to want to get every single detail because those are, like I said previously, those are the stories that matter; those are the journeys that matter, are the ones that people are actually having. So one of my biggest peeves when I’m training folks or teaching anything to do with Service Design or when I see these artifacts is, if it’s not a real person or at least a group of people that have very similar experiences, like an archetype bucket— I don’t like those mega-maps that have tons of stuff in them and there’s no human in it. You’re basically just saying: ‘This is how a pregnancy occurs or this is how someone goes and shops at the grocery store.’ Well, who’s that someone? Hundreds of millions of people buy groceries and have babies. Everyone doesn’t have the same experience in a scenario like that.
So that’s the most critical thing is, you have to tell those stories and the way that we do it is with those artifacts and many more. There’s a lot of different types of mapping, right? There’s ecosystem mapping, there’s use flow diagramming and mapping. There’s lots of different types of mapping. But those main three really give you a good picture of a specific human going through a specific thing, right? A scenario. A map without a human in it is a process map.
Therese: Yeah, absolutely. And I think you bring up this really important point, which is the idea of storytelling. It’s not really this optional skill to have in the field of design in general, right? The whole point is not to be able to say, oh, I designed something now I’m gonna tell people about it. But rather using the ability to construct a story, to understand what journey someone is actually going through. That’s where you’re going to find that enlightenment and those great ideas that actually have impact.
Thomas: Right.
Therese: And it’s funny you bring up the point of the mega-maps. The other type of map that gets on my nerves sometimes is the map that’s so general because we want to capture all of the customers that we have.
Thomas: That’s what I was just talking about! It’s that type of map. It’s not specific to a specific human going through a specific thing, it’s just this generalized thing. And frankly there’s only two reasons why people make those maps: Number one is out of ignorance and number two is because they work in an environment where they’re not being allowed to go garner research. And that goes back to what I was saying before, in one of the places it’s problematic. When you’re working in a product environment, and basically it becomes the PM’s request for a Service Designer to go map out their idea and prove its ‘value’, and basically, they’re looking at it like a form of validation. Like, “Go map this thing out to be true” and you have no research to confirm that A: It’s even a good idea or B: It would ever happen. And that’s when it gets problematic. I see that a lot.
Therese: Definitely. And also, I think there’s a lot of pressure too because, I mean, efforts, like you were saying earlier, they require research, they require a lot of information and that takes time. That naturally takes time, energy, investment, resources, and I think there’s also often this sort of fear of expending these resources on something like a map when it’s like, why would I spend it on a map when I can just put it toward a product or to developing something.
Thomas: Yeah. Yeah.
Therese: And that can be a real issue, right? Because we might actually be setting ourselves to do a lot of busy design work as opposed to targeted design work, right?
Thomas: Right. It’s very wasteful. It’s wasteful and it’s actually far more financially irresponsible and involved to do it poorly than it is to do it right and invest a little bit of time on the front end. We could actually do an entire podcast on Product First, waste and the viability and importance of research and Service Design and UX design on the front end of a project, but you’d probably need a couple of hours. We would need to take breaks. If you have any type of Six Sigma LEAN background, the most intelligent thing you can do to reduce waste and create smart process is UX Research and Service Design. Full stop. You shouldn’t be creating any form of UI without researchers and designers telling you what to create.
Therese: Yeah. [laughs] I’m sure others listening will agree with that statement.
Thomas: Yes.
Therese: But, yeah, I bring that up because, on the one hand, you need the value and the respect for the discipline in order to be able to do the work right. And, at the same time, doing the work right can often earn the respect and the value acknowledgement that can sometimes arise. Once people have seen the value. So, it can kind of be a catch 22 and kind of frustrating at times.
Thomas: Oh, believe me. Ha
Therese: So, I’m curious then. What has been most helpful to you as you’ve grown in your career. What has really helped you kind of take your work to the next level?
Thomas: Oh, that’s a great question. You know what? And it’s an easy one, too. Reading. I read a lot and I follow a vast variety of smart people just like you, Don Norman , Jakob Nielsen . I follow a vast variety of smart people, like members of the Service Design Network (SDN), so I read a lot of peers and people that came before me. I also follow and read people like Erika Hall, who’s one of my favorite researchers and strategists. I’m sure you know who she is. Adam StJohn Lawrence and Marc Stickdorn, both very smart guys. Of course, they’ve written very well-known and famous books. Tony Ulwick, Bob Moesta, both those guys JTBD guys.
And I follow some intelligent product management folks too. So I don’t just stick to service designers and researchers, I follow everyone and I really like some product management folks like; John Cutler. I’ve also been fortunate enough to make some virtual friends and share information with people like Megan Miller. There’s a fellow Austinite named Douglas Ferguson and some behavioral design folks like BJ Fogg, PhD and Robert Meza , yeah. So, I really like following those people, reading what they have to say, and I just think that it helps absorb what other people have been through, how they map experiences, how they solve problems and think. It helps identify with challenges that are surfacing in their work and lives and if I’m seeing them in mine too it just helps me to know that I’m not alone or crazy, you know what I mean?
Therese: Yeah.
Thomas: Because we’re all struggling with some of the same things, right? So, it helps when you see someone who’s more established or makes a hell of a lot more money than you or is very well know and they’re saying the same things that you’re saying and seeing. That’s really my secret sauce is reading. Read and follow smart people. Read a lot. Consume information.
Therese: Yeah, and I think you bring up a really important point too. It’s not just reading. I mean yes, reading fellow researchers work, I feel like, is really helpful because, first of all, they’re doing research with lots of different types of employees, customers, etc. Like, they have a lot of perspectives just on that, from that alone. They also can share a lot about their methods, about what’s worked for them, what they found maybe not-so-helpful. Especially when it comes to, you know, theory versus practice. Cuz, obviously there are things that might be amazing to do in theory, but when it comes to actual resource constraints or time constraints that you have then, well yeah, maybe there are certain things that have go by the wayside in order to actually get work done, right? So that certainly can be really beneficial, but I think there’s also some value, too, in just reading about the perspectives of others. Like you’re saying, right? Getting into the minds of others and understanding these different lifestyles or different ways of living and the more you can get familiar with alternate ways of living other than yours or alternate perspectives other than yours, it might be deeply uncomfortable in the moment but it will give you so much more to think about as you’re creating some of these deliverables and as you’re creating some of these designs and suggesting changes to processes and stuff.
Thomas: Right, right.
Therese: Yeah, so what would you say is the thing that you love most? But if you had to point to like a couple things that really make this a field that you enjoy being part of, what are those things?
Thomas: Yeah, that’s a really great question, too. I love that moment when you have this holistic view of an ecosystem, and you can see all of its working and connected parts and tissue because you’ve mapped and diagramed well. You’ve been able to understand what those dependencies and relationships are. You can see those patterns and pain-point, moments that matter and the breakdowns in service. And when you’re in a mature environment and people respect and value design and service design, it can be a great unifier across business units, divisions, lines of business, and different stakeholders. The underlying theme of it is to build consensus — know what I mean? To understand where to play, what to design, what to build. If you really want to understand the passion of most service designers, myself included, that it’s about systems design and ecosystems and if you look at a brain, and understand the brain/body analogy and your brain is kind of like a business, right? You’ve got that frontal lobe which is kind of like thinking, speaking, memory stuff. And that can be your C-Suite and your perinatal lobe: your language, your touch, your feel; that would be your experience or UX, right? And the occipital lobe and the cerebellum: your balance, coordination, vision, perception, all that stuff; that can be more like product or and your temporal lobe: your hearing, learning, feelings. That’s kind of like your CX or marketing, right?
When you look at the different parts of the brain, they’re just like different aspects of the business. But, when you start talking about what it is that we provide to our customers it’s more like a nervous system. And so, when you understand how a nervous system diagram kind of looks like, imagine you have a 5G, cable or satellite or WiFi connection, right? And that is all connected to services physical and not, like computers, mobile devices, anything with an IPV6 connection, those are like nerve endings, right? All of those touch points for a customer to experience offerings and services. And everything we do is about that knowledge management of data that we’re collecting from those end points so we can provide a better service and better products for our customers. Then, when we collect that data and we bring it back to the brain, it has to be centralized and it has to be accurate and scrubbed, right? And it has to inform some type of personalization and service.
Therese: Yeah, and I think it kind of harkens back to what you mentioned earlier which is nothing against visual design. Visual design is crucial. It’s the way that we communicate, the way that people see our designs and the way that we can manipulate attention toward what we need people to look at. So, I think there really is a sort of fascinating aspect to really dissecting these ecosystems of products, people, props, right? All of these different systems and processes, right? There’s a lot to untangle in these ecosystems, in these networks of support. And often, if you like really difficult problems, like if you’re someone who walks up to a broken vacuum cleaner, and you’re like “I need to take this apart” as opposed to “I’d rather just throw the thing out and buy a new one”, right? I mean, obviously there might be a point where you’re trying to take this apart, you kind of lose your mind, but it’s in that investigative process, in that un-piecing and re-piecing together; if you enjoy that sort of thing, Service Design is absolutely a field that allows you to do that and to live in this space of ambiguity and questions and also of learning, right? So, I can definitely see excitement in that and the passion in that.
Thomas: It’s funny that you bring that analogy up because, trust me when I tell you, everyone who’s in Service Design or UX: our significant others absolutely hate us because of what we do. Because you can’t go through a check-out, you can’t walk through a line, you can’t experience a service, you can’t run your credit card through a POS system, you can’t just go to a carwash without critiquing the hell out of it by
Therese: [laughs]
Thomas: saying “Oh, the button’s on the wrong place. Oh, this affordance would be better if it were down here, it would be better if it was this color.” You know, my wife hates that stuff. Like, we’ll be just trying to check out and buy food and I’m like, “Well, look honey, let me show you.” And she’s like “I know, I know it sucks, give me a break. Let’s go.” You know what I mean? You see it everywhere.
Therese: Yeah, you do. And on the one hand it’s fun because it gives you ideas for like, huh, this reminds me of a work problem, this reminds me of something else I’m working on and maybe this can be an analogy that I can now use to think through these problems. So, I guess on that note, obviously there are some people who are seasoned service designers who might relate to a lot we’re talking about, but there might also be some folks who are thinking maybe this is where I want to take my career.
Thomas: I would reiterate, read and consume a lot of information. There’s a lot of things out there, that aren’t very expensive. You can get on Udemy for virtually nothing and learn. You can take classes at NNG. You can take classes at IDEO. You can do all sorts of stuff for continuing education. There’s also interactiondesign.org. A great place to learn that’s very inexpensive. But just know that other people have come before you and there’s a lot to glean from that. And smart people really love to share their wisdom. They’re not trying to make a million dollars off you or hustle you. Really smart people want to share.
Yes, they might have classes that cost money and it might be considerable cost. But there’s also a lot of free videos out there. Just being serious, NNG, IDEO, YouTube channels. There’s tons of stuff. You can Google just about anything. And on the NNG site, it doesn’t matter if it’s about personas, blueprints, how to research. You can find it. So, you’d be surprised how many people are sharing this information. If you’re just starting out and you have the time and you have the money, and you’re young, and you can move around, go to a college like #SCAD . You know, Savannah College of Art and Design has really come a long way. Especially in the last 10-15 years, as far as their offerings. 20 years ago SCAD was known for cinematography. And now it’s really a great service design, UX design, product design school. So, if you can afford to do that, go do that.
But I would caution gently, but stay away from this business if you’re attracted to 6 figure salaries. If you think that’s what it’s about. If you’ve seen stock photography of people playing with stickies. It’s not about playing around in FigJam with cupcake, unicorn and lollipop emojis. A lot of people are coming into this business for the wrong reason. I want to caution you. It’s a mostly thankless job. And more often than not, you’re going to be fighting for people you’ll never really know. Unless you get the opportunity to research them or do ethnographic interviews. You’re going to be solving problems for them and finding pains and gaps. You’re going to be in meetings, war rooms and in message threads where you’re fighting for them and representing them with people that have different agendas than your customers have.
So, if you don’t understand the politics behind this work. If you don’t understand that it’s really about deep investigation and curiosity and it’s about learning and constant negotiation, you’re going to get your feelings hurt. The main thing is what we mentioned previously. It’s that storytelling for solving human pain points within systems. And it’s not about money, glory, or accolades. We really do this for the love of humans.
Therese: Yeah. I think that’s a really fantastic way to wrap up the episode. Because I don’t think I can top that. Really, if you like complex problems and you love learning about people, this is a great field for you. And like Thomas said, a shameless plug for our YouTube videos. Even if you don’t want to come to one of our classes, though I’ll certainly be happy to see you there. But we do have YouTube videos. We have free articles. Feel free to check out our free stuff because it’s a great place to get started if you’re not ready to dive in with both feet. So Thomas, if anyone wants to follow you and your work, where could you point people to?
You can find me on LinkedIn. I’m usually talking smack about Service Design, UX, CX or EX Design and Research. https://www.linkedin.com/in/thomasianwilson/
Thomas’ related certifications:
Service Design Master Trainer — SDN International
Masters – UX Research & Management — Nielsen Norman Group NNG
LEAN 6-Sigma Greenbelt — Lean Competency System
Leadership & Management — Harvard Business School
Episode can be heard here on Spotify:
American Healthcare, Put Your Design Where Your Mouth Is.
By Thomas Wilson
In the early 2000s, I was working with a small but mighty boutique agency after leaving the largest in the world at the time, JWT (now Wunderman.) I’d just won awards for rebranding and designing intranets, recruitment campaigns for healthcare workers, especially nurses, and doing everything from training videos, print, web, outdoor, radio, TV, digital and e-learning interactive discs (new media). My two biggest healthcare clients were Tenet and HCA. At the time, the largest systems in the United States. One year later I designed and launched the first 24 hour live agent career fair and had an amazing run of a direct mail campaign to support the same system called ‘College to Colleague.’
I was sitting at a dinner/awards ceremony and seated at the table next to me was an executive. He’d had a couple of drinks as many were want to do at these types of things and I said something that sounded naïve to him. I was rambling about a speech entitled “Dead Doctors Don’t Lie.” It was written and orated by a veterinarian talking about the lack of minerals in our food source and how nutrients and diet had much to do with the things that ailed us as humans. I was probably animated and a little excited, talking about healthcare education. I was also advocating for healthcare being for everyone and it being a right to have access to decent care or something super liberal, along those lines.
He looked at me with red eyes and a slightly slurred speech and said,
“Let me explain something to you, the profit’s in the treatment, not preventative education.”
I guess I was shocked that this shocked me. As a rebel and neurodivergent creative person, and someone who’d lived on welfare and even been homeless, it angered me as well. Fast forward many years later working for one of the largest insurance companies on a product for healthcare workers’ investment and retirement planning, I was sitting with a VP who had been at in fintech/insurance and healthcare work for over 20 years. We were at a bar after a big kickoff meeting in NYC on what would become a very successful service design led digital transformation web/SaaS project. Explaining my passion and what I thought about friction like: confusing industry speak, clunky content, pricing models, discovery, purchasing as well as onboarding via web and software tools, he stopped me and said,
“Insurance is about taking in premiums and not paying out claims. There’s profit in the complexity of the plans.”
I was silent the rest of the night and withdrew from that conversation after I smiled at him. He could tell I was annoyed and tried to smooth it over later in the night but the damage of those ‘matter-of-fact’ statements was done. To say I felt disillusioned and even gross on both occasions was an understatement. What’s more gross, is I’ve confirmed both of those statements repeatedly in my career.
They weren’t lying to me. They were older jaded men that were probably naïve and idealistic once too. Years of reality had beat them down and they probably wanted to share that with me so that I didn’t beat my head against the wall for as long as they did, and the sooner I grasped those things, the better off I’d be emotionally and mentally. Kinda like being drunk and telling your 5 year old that Santa Claus, the Easter Bunny and The Tooth fairy aren’t real.
Currently, I work in environments that regularly proselytize health equity, healthcare as a right and the concerns of Social Determinants of Health (SDoH). the graphic below is from the World Health Organization and the Kaiser Family Foundation interviews with public policy analysts, health IT experts, and clinical professionals and the systems mapping experts at GoInvo. It represents the billions of dollars spent addressing the underlying root causes for our collective health issues.
“89% of health occurs outside of the clinical space through our genetics, behavior, environment and social circumstances. These factors are known as the social determinants of health. Despite their importance, attempts to integrate the determinants into a single visualization have been limited.”
Per the SDoH the categories breakdown as follows:
Individual Behavior – 36%
Can be addressed with behavioral modification and education
Smoking habits, sleep and exercise patterns, sexual activity, and mood levels are all examples of individual behavior, which is a critical determinant for our physical health, mental health, and overall well being. Positive changes to our individual behavior can reduce the risk for developing a variety of diseases, and many public health interventions have already focused on altering dangerous behaviors.
Social Circumstances – 24%
Can be addressed with behavioral modification and education
Factors that reflect the social environment that we have lived and developed in. An individual’s social status, early childhood development and culture impacts their social development and personal health. Poor social circumstances such as discrimination, concentrated poverty, and low education level often result in poor health outcomes and a lower quality-of-life.
Genetics & Biology – 22%
Can be addressed with education
While they may be thought of as the primary components of health, genetic makeup, physical body structure, and bodily function in fact determine only about a fifth of our measurable health. In the future, genome sequencing will become more important for predicting and preparing for future health outcomes, but it is not feasible to sequence everyone’s genome at this point in time. Some biological and genetic factors that have varying impacts on different segments of the population, and so variance must be considered when applying the determinants of health. The effects of aging and inherited conditions (sickle-cell anemia, cystic fibrosis, etc.) are examples of factors with varying levels of impact on the population.
Environment – 7%
Can be addressed with behavioral modification and education
The environment refers to the natural and human environments we live in and includes everything from the infrastructure of our cities to the quality of the air we breathe. The physical environment is an important factor that contributes to our health, but has the smallest impact out of all the determinants. However it can still have a critical effect on our overall health. For example, increased levels of pollution can increase asthma in a given area, while physical barriers such as buildings without ramp access or elevators can have a negative impact on people with disabilities.
Medical Care – 11%
Medical care are factors correlated with care by a trained provider, such as provider availability and quality of healthcare. However, often we fail to realize that medical care only contributes to a small portion of our overall health. The most prevalent issue in medical care today is simply the lack of access to health services, as well as a decreasing level of health literacy in the general population. This combination can be very dangerous since the high cost of care and lack of knowledge may cause patients to delay seeking medical treatment.
So 89% of what ails society and keeps us sick and dying, can be addressed with behavioral modification and education.
Product First methodologies don’t work in large enterprise organizations that have many products in a complex ecosystem.
Just a quick gut tech-check with reality:
Amazon is pulling back on Alexa after spending tons of money on it. It’s on track to lose 10 billion this year alone. Metaverse is an epic fail and costs billions and thousands of jobs. Presently all retail stores are learning that customers loathe the ‘self serving’ self-check-out and it doesn’t work. In fact everyone including Walmart – the world’s largest retailer is reporting record shrink and theft. And they know it’s largely because of self-check-out. Healthcare is learning that patients and members aren’t using apps for healthcare and banks and investment groups are learning humans don’t like using apps for fintech, unless it’s GenZ and Millennials trading pennies and then, even that fails (Gamestop short-scandal, Robinhood etc.).
Spoiler alert: Most over the age of ~ 45 prefer working with a human advisor or advocate. Especially if the experience is hard or clunky. Tech got ahead of itself and just assumed that GenX, Boomers and Greatest Gen cared about apps and were excited about tech adoption. Reality is most humans want to interact with humans to solve problems and we like talking to humans to do that. Conversely, I have seen data that a large number of people in a certain age group are open to using AI if it will help them solve their problems faster.
There are tons of studies, data, articles all over the web regarding GenZ and technology. But they aren’t the ‘Mobile Mavens’ that product marketers have professed them to be. In fact they are ditching smart phones for flip phones, and the overwhelming sentiment isn’t that it’s a fad. They’re sick of the over complicated tech and the high cost of the devices. They’re struggling at work with technology as well. Seniors are trading in their smartphones for simple phones like Jitterbug. A simple phone that does very little and has larger button touch target sizes and promises ease of use and emergency calling features. Nationally 58% of ALL changes to Medicare plans OCCURRED OVER THE PHONE, HUMAN TO HUMAN. Not online and not in an app. Call centers are overwhelmed at every single payer and they readily admit this. None of this is hard to find data. But it isn’t just because of human preference. It’s because the majority of these digital experiences are hot garbage and unuseable.
So ask yourself why everyone in American Product and Tech led teams are doubling down on ‘Product First’ mentalities and saying they’re Customer First? Pushing out poorly designed tech with shoddy UX, built on top of legacy systems that are dysfunctional rule the entire healthcare system.
The lack of smart centralized data within healthcare systems and now, the lack of decentralized healthcare records on the blockchain is at a stalemate of dysfunction. Creating tons of third-party, walled garden, apps, websites, micro-sites and health-tech that doesn’t talk to one another and share data. They don’t allow SSOs or the ability to feed all of the data from these sources, into a single repository to be acted upon in the member/patient’s best interest is non existent. Another concern are these smaller 3rd party apps and telehealth services who sell patient/member data to big tech. It’s happening. *See the article below. Patients and members need control over their own health data. PHI is not being respected and since Trump lowered the PHI restrictions for CV19 related innovation, they have not been tightened back up.
Most companies get regular metrics and verbatims from customers that their web and apps are not useable in meaningful ways. Every healthcare insurance company gets similar feedback and has similar research available to them. None of this is unique to a specific plan, carrier, payer or healthcare system.
Of the top reasons for calls into call centers like finding care, providers, getting plan information etc. I believe, like many innovators in the Nordic countries and Germany that AI can solve for many of these issues and use cases.
Technologists and designers have a grave responsibility to our fellow humans to do better, FASTER. No one should die because they’re poor. Women should have access to healthcare and I don’t care what your political leanings are. So if you’re crazy, please keep that to yourself. Women’s reproductive rights are not just a ‘woman’s issue.’ It’s a human rights issue and it’s up to men to stand behind these rights TOO.
My feeling is the key to all of these changes are hiring more experienced UX Researchers, Service Designers and Strategists, Design Ops and structured design leadership hierarchy. We need these practitioners and we need to commit organizationally, to regular continuous discovery in every facet of the healthcare ecosystem. The only way to imagine a more preferred future state is to really define what the current state looks like for every customer, in every journey through every single touchpoint they have within your products, systems and services.
Revaluate who you are and what you stand for as a company.
Who comes first with regard to value creation:
Patients/Members/Customers- We need to commit to continuous discovery and put them top of mind by speaking to them and co-designing with them regularly.
Employees – We need to show that and indicate we hold a safe space to learn and fail and innovate. Encourage and support psychological safety and intellectual honesty. High performing teams understand and instill both as well as define the work that is best suited to backgrounds and mental models. Know the difference between innovators and adaptors.
Shareholders- This is a for profit business in the USA. That’s just the way it is. But if you treat your employees and customers with respect, shareholders will garner a tidy profit. But they come last.
From my article originally written September 22, 2022, titled ‘Innovation is Broken, Here’s Some Reasons Why.”
“Product First mentalities work if ALL you are is a product like Slack, Uber, Spotify, etc.. When you’re a large enterprise with many products and services, various entry, exit and touch points, for many types of customers, in a massive eco-system, you must be Customer First. You must commit to regular discovery and innovation must get its own budget or you will eventually go out of business. You’re just living on borrowed time and waiting to be bumped by a challenger brand that is willing to do that important work rooted in respect and empathy of customer needs.”
Speaking of being bumped by challenger brands via smart innovation.
Enter; Mark Cuban Cost Plus Drugs is the single greatest example of well-defined Service Design and Strategy in the Healthcare space in the last 30 years. It’s one of the most defining moments in innovation and it’s a game changing disruptor. MCCPD is turning the traditional PBM model on its head and forcing Pharma manufacturers and the US government to act and reconsider RX pricing to provide financial relief and help save lives.
He took a clunky, convoluted supply chain and reduced the complexity, friction and toxicity by removing touch-points and barriers to the service consumers. He removed technology and players and simplified the process and thereby drastically reduced the fees of RX and passed that savings on to you and I. This should be the template all insurance and the healthcare system innovates upon.
Conclusion:
So I ask all healthcare leaders, why do we keep throwing unusable tech and websites with jargon and poor experiences at this tidal wave of pain, sickness and death and expecting members to self-serve, knowing full well they will not? If 89% of the Social Determinants of Health can be addressed by behavioral modification and education, why aren’t we putting our innovation, research and design budgets where our mouths are? Why aren’t we funding and empowering researchers, service designers, CX and UXers to solve this wicked problem for the greater good of humanity?
Remember what those old jaded executives told me:
“Let me explain something to you, the profit’s in the treatment, not preventative education.”
“Insurance is about taking in premiums and not paying out claims. There’s profit in the complexity of the plans.”
GREED and technical hegemony from people who refuse to do discovery or innovation work are ruling healthcare in the USA. This is fueled by individuals who seek to build and fail 95% of the time, who do NOT involve patients, members or customers in the design of services to reduce complexity in their experiences. It’s all unnecessary.
As we speak design leadership is being gutted and decimated by Product First and Tech First mindsets. Research and design is being democratized and PMs are being told they are the researchers and designers and what goes into a product should come from them. Innovation budgets are being slashed and healthcare is suffering because of it.
The bright side is there’s never been a better time for innovation, health-tech, and healthcare startups because of this dysfunctional failure. The largest investments in startups globally, especially in Europe is for healthcare related companies and challenger brands. These companies are eager to put their innovation and design budgets where their mouths are and address human needs with education, behavioral modification and smart tech that’s meaningful and transformative for humanity.
Additional resources and reading:
https://www.goinvo.com/vision/determinants-of-health/
https://fortune.com/2022/12/15/gen-z-workers-overwhelmed-tech-shame/
https://www.cnn.com/2023/01/15/business/flip-phone-gen-z-ctrp/index.html
The Human Cost of Bad Design.
By Thomas Wilson
Product First is a failure. Sustainable value comes from the pursuit of strong Customer and Employee First cultures.
Our Collective Current State
We need not look any further than the daily headlines for the evidence of poor design driven by technical hegemony, greed and apathetic irresponsibility to understand what that begets us as a species. A new level of anti-human, disrespect and harm is abound and we are not only engaging in it, but as researchers, designers and leaders, we’re actively involved in its creation and prolonged stranglehold of humanity.
From Teslas blowing up and killing people on the road and their special ops legal team who threaten the victims, to SpaceX rockets blowing up on launch. To the shit-show that is Twitter and what the Twitter Files uncovered about our own covert government ops using backdoors to shadow ban voices of dissent. The now, commonplace knowledge that many of us were cautioning decades ago, which is that all of these products and services like: Gmail, Youtube, Facebook, Threads, TikTok etc. are all surveillance software and some—malware.
What of American Airlines and Southwest Airlines and how their garbage legacy tech systems have upended tens of thousands of lives and caused undue stress? All while leadership was taking massive bonuses. They didn’t upgrade systems or planes but instead, treated customers poorly whilst being totally above reproach. Perhaps, the $893mil UI mistake of Citi Group almost 2 years ago? What of the chatbot, ‘Eliza’ from Chai Research talking a Belgian man into committing suicide? Or the armed attack drone killing its own operator?
What about Amazon pulling back on Alexa after losing 22 bil in one year alone on it? Oddly, the same year they eliminated 10,000 jobs. The Metaverse is an epic fail and cost more than ~36 bil and several rounds of subsequent layoffs with more than ~22k jobs as of a few months ago, who knows what the actual headcount is now. All retail stores are learning that customers loathe the ‘self-serve’ check-out and it doesn’t work. In fact everyone, including Walmart – the world’s largest retailer, is reporting record shrink and theft. And they know it’s largely because of self-check-out. Large portions of two generations of cell users opting for dumb phones in place of high-priced gadgets with poor experiences. Gen-Z with their flip phones and Mature Market with Jitterbug and the like. Healthcare is learning that patients and members aren’t using apps for healthcare and banks and investment groups are learning humans don’t like using apps for fintech, unless it’s Gen-Z and Millennials trading pennies and then, even that fails (GameStop short-scandal, Robinhood and more.) So where’s all of this consumer desire for self-service tech is talking about?
FUN FACT: The data at large or complex orgs with robust eco systems, usually shows something like 10-15% of your users are super users. Meaning, they want to play with your apps and technology, self-serve and hack their way through your systems of clunk. Of course those numbers rise when talking about single product businesses.
How about the Norfolk Southern, toxic chemical train derailment and subsequent fires, that has ruined more than 5,000 lives, and will be responsible for future health effects, including death, of the residents of a small town in Ohio? More recently, the Titan Submersible, Ocean Gate disaster taking 5 lives, including the greedy owner who ignored tons of warnings about the shoddy design of the sub? Historically speaking, do you know what happened with: Chernobyl, Three Mile Island, Fukishima Plant, Apollo 13, Challenger Mission, Deep Water Horizon et all? I could rattle off 20 more of these. All had poor design flaws that had significant warnings in most cases.
In some of those cases voices were ignored, stifled, fired and disregarded in favor of profit and ‘progress’ because of ‘immovable’ deadlines or launch dates citing concerns of development or hold costs. Those voices were just like yours. Most of the aforementioned ‘unnatural disaster’ was facilitated by good ol’ fashioned greed. The irony that these fools never grasp is cutting corners and rush to profit is almost always, far more costly than being judicious and responsible and doing just a little bit of roadmap planning. Always hurrying to the harm.
What all of these things tell me, is the fools at the top of these organizations are only guessing when they get it right. And they’d rather roll the dice on assumptions than actually speak to customers or use reasonable inference, to discern what we all need or expect from systems of service. It’s even more ridiculous when sales teams influence what products or services come to pass in an organization. They do this based on knee-jerk reactions to lost sales or the abject denial of their poor account service and salesmanship. It’s a constant state of moving the line and competitive shadowboxing.
When leaders have no idea what problem to solve or how to read markets, they take risks that aren’t smart, don’t pay off, are often dangerous, unethical and then they make their employees like you and I, pay for it, by bloodletting their ‘human capital’ (a term I loathe) to balance their broken balance sheets.
The Root Cause of Return-To-Work
From the flood of hiring tons of ESG and DEI related positions to their nearly total elimination within ~5 years because unfortunately, many people were hired in leadership positions for the wrong reasons and they could not perform or execute and that caused a drop in productivity. It also forced a lot of seniors, managers, pros and director levels out of the workplace and into permanent unemployment, or solo-preneurship or leaving their respective industries for good out of sheer disgust. McKinsey & Company did an excellent article on it (see below). In fact, lots of articles have been written on the subject. These same companies were not and still are not prepared to service Work-From-Home, from a ‘people, process and technology’ standpoint and so they struggle there as well.
Given all of those things in the perfect storm of CV19 for ~3+ years, what you are witnessing is the dramatic plunge of Commercial Real Estate values. All of those companies owned or leased large buildings and spaces that are now empty. Because that is a major issue within the economy, everyone is pushing you back into the office. Those are the real reasons and there are tons of nuances and specifics around each of them. When CV19 started and it decimated small business owners initially and put restaurants, coffee shops, bars, barbers and tattoo parlors out of business in urban areas. It was a real estate feeding frenzy to buy up all that property and the rich got richer. But the minute CV19 went on for 2 then 3+ years, and those large real estate investment firms realized people weren’t coming back to the offices they held the notes on, now it was time for the war on the consumer/employee to get those butts back in seats and get the rent machine back up and running.
Design Hierarchy and Gatekeeping as Quality Control
Which brings us to what is happening in most large organizations internally right now. The wrong people are leading this work. The decimation of design leadership and design hierarchy within the organization is fueled by a toxic desire of control, rooted in fear and disrespect of researchers, designers and customers. This can be seen in; the push for generalized skills (unicorns) and org flatness. Everything above a ‘Director’ role has hierarchy but everything beneath is flat. Including hiring juniors, seniors and principals. Then they force middle managers, legitimate seniors and principals to train and babysit them so directors and others don’t have to deal with their lack of knowledge and experience. And what do they call you if you bring up the fact that someone with 25 years of experience is training and managing those with 0-2 years of experience with the same/similar title and pay rate as the them: a ‘Gatekeeper.’ If you suggest juniors need to be skills assessed and any degree of LEAN methodology applied to up-skilling them, again you will be called a, ‘Gatekeeper.’ The irony of this entire state of design is there’s not enough gatekeeping. We’re witnessing the results of a tidal wave of unskilled workers into the workplace who, in my observations, are in this business for all of the wrong reasons. PhDs from academic psychology backgrounds are flooding into the product design space with no clue how to do legitimate outcome driven UX research.
Why’s this ‘Gatekeeping’ bad? For suggesting team members should crawl before they walk, before they run and that learning fundamentals is critical to being a valuable asset to your team and the organization. This was never the case in the last 30 years of design as it is right now. It is a massive setback and failure of the highest order of our community. Especially to the Jr level employee who needs and deserves proper mentorship. It’s a huge strain on the team and the organization. I, and most seniors, leaders and directors LOVE to share our knowledge and train younger team members. This is one of the most beautiful things about design. Passing down the science, craft and trade secrets of success. Especially if we discern the new grad, junior or team member in it for the right reasons and they’re hungry and value the knowledge and interaction. Most seniors want to grow young talent.
The backlash of all of this, is now, most recruiters are offering much less across the board for all positions, instead of identifying pay-grades based on roles and responsibilities, talent, experience and an established design org hierarchy. Pro Tip: Before you sign on anywhere, ask to see an organization chart.
Suffice to say a whole lot of graphic designers and web designers are calling themselves UXers and Product Designers in the last ten years. And now, a whole lot of baristas and bar-backs are calling themselves designers after being suckered by predatory bootcamps like General Assembly. Many of them have absolutely no concept of UX or IA design fundamentals or the stages and steps of good, validated design work. They don’t understand the difference between generative and evaluative research. They just create polished Figma prototypes with prefabbed design systems and it’s a bunch of glossy overly complex trash that usually assumes that all users have the same mind as a 28-30 year old Figma jockey.
The minute anyone with 20 years of experience sees the interaction of their prototype flow, looks under the hood or hears the designer speak about how it will work, you know right off the bat its unusable before it gets developed or launches. If that isn’t concerning, this is way more common than not, and the work is rarely informed by research. And the original problem stated by the business is never challenged or even verified, they are just getting marching orders from C-Suite, Sales or Product without validating problem definition.
Motion Doesn’t Equate To Action
Why the push for Product First cultures? Because somebody at your org read ‘Continuous Discovery Habits’ and the ‘Lean Startup’ and drank the techno-zealot KoolAid and thinks PMs and programmers should be doing qualitative research, everything should be done in a sprint, speed should trump quality, everything in the business should be done in Agile, even though no one can ever agree what that is, everything should be documented in the clunkiest of all applications (product management apps like; Jira, Confluence, GitHub, Airtable, et all) everything should ship as an MVP initially (which usually means MVPOS prototype), PMs should be mini CEOs, and the only type of designer you need in an organization is part of a three-legged stool. What kind of designer is that you ask? An individual contributor, production worker who manages assets, screen inventories, d-systems and makes Figma prototypes. Reducing design to UI incrementalism and iteration while increasing complexity with unnecessary feature bloat. Overdoing apps and sites for the sake of doing ‘something.’ Instead of what customers need to accomplish their respective JTBDs.
Ten years ago that same production worker was at the bottom of the design pyramid and answered to a Lead Designer or Digital Art Director, for 3-5 years before moving up (if they had the talent and skill to do so), who answered to a Digital Creative Director, who answered to a CXO, CCO or CDO who answered to the owner, CEO or board of directors. I can assure you, and many others will tell you — shoddy design was not acceptable. Crappy content that dipped in and out of three different voices and tons of typos was not acceptable. Inconsistent padding, grid, alignment rules, vertical rhythm, colors or affordance shapes and sizes, etc. All of it was marked up and met with a little now unknown thing called, ‘Crit.’ Things got proofed and scrutinized and tested in a dev instance before they were pushed live. That same designer was usually a Web Designer or Visual Designer (Graphic Designer) and commanded about 60-80k USD. Now that designer is called a ‘Product Designer’ or ‘UI/UX Designer’ and makes 130-180k USD and does little if nothing more. Just by title switching and aligning to IT and technology job codes internally. This has been nothing short of disastrous for experiences globally.
Product managers are often rewarded based on the size of their teams and their position in the hierarchy, rather than the efficiency and effectiveness of their output. All while using metrics like NPS that have been disavowed by its own creator. Many companies have circled the drain and filed bankruptcy from following NPS as a lagging indicator of faux customer love. Businesses do this to pretend like they’re having value or impact, rejecting any form of legitimate metrics. And denying craft, practice or specialization in favor of generalists who will simply make trash on command in a CX/UX Theater near you. If your organization is hell bent on NPS worship, at least view the scores in conjunction with CSAT and CES to provide a more holistic picture of your CX.
The design leaders who are inside of these toxic orgs right now are living in chaos and abject fear and are embracing some serious Stockholm Syndrome. They’re order takers and serve the dullest, reactionary minds in business history. And all they are being allowed to do is metric and output theater.
Full disclosure: I don’t refer to people who write code for software as ‘engineers.’ That’s kind of disrespectful to Mechanical, Electrical, Structural and Chemical Engineers. Someone who types well and learns different languages like eh, Spanish or C++, is a developer or programmer.
PMs and developers are often incentivized to pile on new features, even when they’re not necessary. Players wanna play, programmers wanna program. Most times, in circles. I get it. This leads to code bloat and overly complex software that’s virtually impossible to maintain and even harder to use. Which makes it especially concerning when most PMs are failed or former programmers. Product managers are often rewarded for adding new features and flows, rather than improving stability and usability. This can lead to software that is feature-rich but unstable and crappy for the customer experience. If it’s fresh UI on bad data stacks—even worse. We’re building things for no reason and creating tech that solves no real human problems. In fact, it’s creating them.
The Problem of Product First vs Human-Centered Design
The aforementioned innovation and iteration entropy is all exacerbated by the fact that many developers are emotionally attached to their code build and therefore reluctant to admit when their solutions are unnecessary or overly complex. I can assure you I’ve never met a programmer, CIO or CTO in 27 years who understood the notion of Pragnanz or Gestalt. They embrace the sunk cost fallacy and Dunning-Krueger Effect ad nauseam. Their minds and DNA simply won’t permit them to understand the concept of simplicity. This leads to inefficiency in product environments. So, when features and complexity rise, the experience deteriorates. It’s a pretty complex concept. Pun intended. Motion doesn’t equate to action and just because you want to keep your developers busy building stuff doesn’t mean you should. We all should be learning more than we launch. That’s called discovery and it’s done by trained UXRs and Service Designers who are passionate about Customer Experience.
Creating an environment that is conducive to innovation and efficiency isn’t that hard. Agile presented as a means of speed is futile. Nothing done fast for the sake of speed alone is done well. Productivity and innovation cannot exist in mass entropy either. You can’t ensure customers get great experiences with poorly conceived products and services, through top down, reactive strategy in disorganized and toxic environments.
It all begins with consensus, focus, support, the love of problem identification/definition, solving and reduction of pain and waste. Product teams claim to profess to be innovative and agile, yet facilitate rigid behaviors and embody identities more akin to ideologues and zealots than free thinking innovators. That same destructive rigidity filters into products, services and poor delivery of value to customers. That culture and thinking creates an environment that lacks psychological safety and intellectual honesty and it also encourages people to cope, not thrive within organizations. Team members have to be encouraged to push back and share constructive dissenting opinions and hypothesis. We all need to know that it’s safe to raise red flags when we see something that won’t work, biased influence or dark patterns exist. If those people are referred to as ‘negative’ and that type of paternalistic, ‘Lord of the Flies’ normative group think culture sets in, it’s the beginning of the end of that organizations innovative and autonomous power to create things. When people are full of fear and begin to cope at work, they embrace derision and scarcity. That makes them behave more like rats in a barrel, as opposed to cogent humans who embrace empathy and love for one another in a spirit of harmonious discovery and innovation.
My feeling is the key to all of these changes are hiring more experienced UX Researchers, Service Designers and Strategists, Design Ops and structured design leadership hierarchy. And the critical understanding of the division of labor through defined roles and specialization. The maturity to embrace ‘Bottom Up’ structures as opposed to ‘Top-Down.’ We need these processes and practitioners and we need to commit organizationally, to regular short run qualitative and continuous discovery of our customer’s specific use cases, experiencing our products and services. We also need to embrace reasonable inference, serendipity and abductive reasoning from experienced professionals. Instead of forcing deductive and inductive logic alone. Especially when doing venture design and solutioning—bringing new ideas to market.
The best way to imagine a more preferred future state is to really define what the current state looks like for every customer, across every journey through every single touchpoint within our products, services and eco-systems. Especially the outliers and edge cases. We do this with creativity and curiosity and excellent storytelling. Not algebra.
Do you know how quantum mechanics works? We change the things we look at merely by looking at them. We are bending and affecting the realities around us. SO CHANGE THE WAY YOU LOOK AT THINGS, AND WATCH THE THINGS AROUND YOU CHANGE. It’s all about context and perspective. Try explaining that to a D-level programmer and make them show you the algebraic equation for it. Good luck with that. It stumped Einstein and many others. He called it, “Spooky.” I call it consciousness and beautiful. And there you have it reader, the reason technicals are terrified of the rest of us is FEAR. Product First is rooted in raging insecurity of the sleepwalking unconscious mind.
It’s time to revaluate who you are and what you stand for as a company. Part of design is understanding your North Star metrics, values and business strategy with foresight and purpose. We need to really make it clear what our strategy as; Plans, Position, Perspective and Patterns of Action are as organizations. Are your vision and values super clear to your employees?
Who Comes First with Regard to Value Creation:
Customers- We need to commit to continuous generative discovery and put them top of mind by speaking to them and co-designing with them regularly.
Employees – We need to show that and indicate we hold a safe space to learn and fail and innovate. Encourage and support psychological safety and intellectual honesty. High performing teams understand and instill both as well as define the work that is best suited to our backgrounds and mental models. Know the difference between innovators and adaptors. Please embrace neurodiversity. It’s estimated that ~25+% of your workforce is neurodiverse.
Shareholders- If you treat your employees and customers with respect, shareholders will garner a profit. There are so many examples of doing the right thing and how design led businesses are more profitable.
Product First mentalities work if all you are is a singular product like Slack, Uber, Spotify, etc. That also works if you’re in startup mode. Then everything you do is solely about requirements gathering and feature farm incrementalism and product compulsion. Most Fortune 5 to 500s and SMBs are so much more than a single product.
We’re in a service economy. Everything is a service. Even software. Hence the acronym SaaS. Software as a service. Not the other way around. There is no acronym for everything in the business as a piece of software. That’s why Product First is a bad idea in MOST cases.
Product First is an epic fail. The fail rates do not lie. It’s more like a toxic religion of technicals comprised of short-sighted fools, tech tyrants and oligarchs seeking control and wanting to be something they’re rather than smart culture or process that facilitates successful outcomes. These ideas are more like a cult than business ideology or strategy. Every business cannot function like a startup or a singular minded product. In reality, a very tiny percentage can or should. Every product launch or initial alpha/beta cannot be an MVP. In fact there are many cases where that will be absolutely disastrous. Very little can be done in a one-week sprint and in an enterprise level environment, good luck getting traction or consensus on more than a button placement in five days.
There are a hundred reasons why you would not allow PMs or developers to speak to customers directly in large service organizations. Allowing them to listen in on interviews or watch videos and read transcripts after the fact, or get a synthesis/findings share out, is perfectly fine. But PMs and developers doing discovery interviews is a terrible idea. Having them be involved in product specific usability interviews, evaluative testing and experiments, just fine.
UX Research, CX and Service Design Is Hugely Profitable
When you’re a large enterprise with many products and services, of many LOBs and BUs and various touch points, lots of journeys for many types of customers, in a massive eco-system, you must be Customer First. You must commit to regular discovery and Customer First driven innovation must get its own dedicated budget or you will eventually go out of business. You’re just living on borrowed time and waiting to be bumped by a challenger brand that is willing to do that important work, rooted in respect and love of customer needs.
Research by IBM and NASA – National Aeronautics and Space Administration revealed that every $1 invested in UX could result in a return up to $250. McKinsey & Company studied 2 million pieces of financial data and 100,000 design actions over five years. Conclusion: Design-led companies had 32% more revenue and 56% higher total returns to shareholders compared with other companies.
Uber disrupted the Taxi Service industry. Airbnb disrupted the hotel/hospitality industry. Mark Cuban Cost Plus Drug Company, PBC just disrupted the PBM and pharma distribution/payer industry. If you want to know how they and hundreds of other businesses did this in just the last 10-15 years, I can assure you that a study of their strategy and approach was 100% Service Design and Value Chain strategy. The product was a manifestation of that smart rethinking of an old idea, and broken or costly service model, that facilitated pain and friction to the customer.
Summary and Solution
Embrace CX, EX, UX and Service Design now. Everything is a Design problem. The majority of what you see in any business is a Service Design problem. The only thing that isn’t a Design problem in business is Design itself. That is usually a culture problem. Product First is a huge strategy, organizational, service and internal cultural problem. It’s a toxic religion of disrespect rooted in stupidity that posits that it serves speed, agility and the progress of business. The numbers don’t lie, it’s doing NONE of that.
If you’re unwilling to be Customer First, design led and disrupt your own business or industry, someone else will do it for you. And tons of research indicates a recession is the absolute BEST time to innovate new areas of service. If you don’t love your customers and employees enough to innovate, you don’t deserve either, or to stay in business.
At this very moment we’re being pushed into the singularity and unbridled greed, explosion of AI/ML tech growth, the rise of broken methodologies resembling techno-religion from linear zealots and ideologues, disrespect of specialization and culture by techno-tyrants seeking power and hegemony to the point of serious consequence and harm. We are losing the numinosity and wonder of what it means to be uniquely human.
The least humane and least creative people in your company are most likely in control of human outcomes. God-forbid you’re in an environment like any of the previously mentioned or healthcare, wherein poor products and services can inflict serious harm and even death.
There is a balance in the tension between the business’ desire for growth and the need to serve consumers and employees. The way we navigate that to the benefit of all the parties involved is respect. When we put people first, the profit will come. It’s likely to flow freely when customers see that your organization’s vision and values are righteous and you’re concerned with serving their needs.
Empathy is rooted in respect and love. Greed and poor design is rooted in scarcity, fear and apathy. Poor design isn’t just inconvenient, it’s creating a world none of us want to be in, many can’t thrive in, and unnecessarily facilitates stress then death. Let’s create a world that’s inclusive, human-centered and driven by love. The love of simplicity and people we serve. Let’s do that by putting humans (Customers and Employees) FIRST.
~Fin
Some selected reading for you supporting some of my views:
If you want information on the hiring and firing of all of the ESG and DEI related positions, just Google it. It’s everywhere.
“The Inventor of Customer Satisfaction Surveys Is Sick of Them, Too”
Oldsmobile went bankrupt because NPS was masking the real issue of customer dissatisfaction. And there are hundreds of cautionary tales of using juked stats and vanity metrics to appease shareholders with FAKE data.
https://fortune.com/2022/12/15/gen-z-workers-overwhelmed-tech-shame/
https://www.cnn.com/2023/01/15/business/flip-phone-gen-z-ctrp/index.html
*Matt Richter on Dr. Jack Goncalo’s research:
https://www.nytimes.com/2022/04/16/science/creativity-implicit-bias.html
https://www.mckinsey.com/capabilities/people-and-organizational-performance/our-insights/the-great-attrition-is-making-hiring-harder-are-you-searching-the-right-talent-pools
Extrinsic and Intrinsic Motivation
By Thomas Wilson
Digital products and experiences help us to manage our lives, tasks and projects faster and more efficiently, right? How many times have you endeavored to get a task or project done, and been entirely in the mood to finish it in a timely manner well before the deadline, in monk mode? Then you plan, grind it out, execute, and you nail it? Chances are, you’ve had these moments of great motivation and internal inspiration to get you through some times of uncertainty and you’re able to accomplish something meaningful. However, sometimes motivation seems to be only available after a few mugs of coffee, a decent sum of money or a pat on the head.
Clients and customers, expect experiences “that dazzle their senses, touch their hearts and stimulate their minds” (Schmitt, 1999). With the right dose of motivation, you can provide your users with satisfying experiences and help modify behaviors in meaningful ways for the customer and the business.
Behavioral scientists, researchers and human-centered designers motivate themselves to influence behaviors in products, services and systems every day. There are two different types of motivation: extrinsic and intrinsic. Let’s go through both in detail, providing examples.
For instance, I’m motivated to learn, share and teach. I expect no monetary gain or accolade for this. I’m motivated intrinsically to do it. I have a voracious reading regimen for the same reason.
Extrinsic Motivation
Extrinsic motivation is a construct that states that an activity is done in order to attain some separable outcome. This is the reward part of motivation. Whether it be praise, money, or accomplishment. Having a sense of accomplishment and achievement is the biggest factor in extrinsic motivation. People naturally want to have a means by which to understand that their efforts have not gone unnoticed, and even a certificate of achievement is a great reward for tasks that might be of less-than-pleasing work. Many scientists, researchers and designers thrive in this environment, but extrinsic motivation can be a means by which to modify behaviors for yourself, too. Extrinsic motivation also comes with the will to do hard tasks for greater rewards or recognition, and this may actually be considered a personal development challenge.
There are limits to extrinsic motivators. If we provide excessive rewards, the receiver might actually experience a reduction in intrinsic motivation, a tendency which has been called the over-justification effect. Extrinsic motivation is peripheral in nature. The preferred and the most argued motivation is remuneration, or some type of material gain. Here are some examples:
- Employee of the month
- Benefit plans
- Incentives and rewards
- Organized actions
- Bonuses
- Social Recognition
Intrinsic Motivation
Intrinsic motivation signifies that the individual’s motivational stimuli are originating from within. The person possesses the desire to complete a particular task through a specific use flow, because the outcomes are in accordance with their belief system or satisfies an aspiration, thereby relevance is connected to it.
This is almost the exact opposite of extrinsic motivation, where the rewards, while known, can either be tangible or psychological in nature. Intrinsic motivation, however, comes from the inside. People who become knowledgeable in their field for the love of satiating their curiosity often become happier knowing that their social status is boosted. Understanding the functional, emotional and social aspects of JTBDs is helpful in understanding needs through a ‘Jobs’ lens.
Encouraging people to set and meet goals, varying from short-term to long-term, provides internal rewards and motivation. Our deep sense of purpose has the strongest motivational energy. Here are a few examples:
- Contentment: Most of us need to feel that we, and our decisions, are acknowledged by others
- Curiosity: All of us have the desire to be in the know
- Respect: All of us need to value guidelines and ethics
- Self-reliance: All of us need to feel we are independent
- Order: All of us need to be sorted
- Power: All of us aspire to have impact
- Purpose: We all need to do something meaningful
Reward System
Intrinsic rewards are a bit different in that the physical outcome of actions, not specific rewards, drive customers to do well in their jobs. Success is the means by which to base one’s personal work ethic and achievement.
There are four primary intrinsic rewards, and humans tend to view each reward differently. They are:
- A Sense of Meaningfulness. What is the importance of your fulfillment of purpose? Of course, this varies greatly by individual, but your sense of purpose and direction are strongly supported by the fact that you put a lot of time and effort into that work which you find worth your efforts.
- A Sense of Choice. This involves a feeling of having control over every aspect of your job and how you go about completing your work. The more sense it makes to you to perform an action, the more mastery you’ll tend to feel in your field. When you believe in your strengths to accomplish tasks and goals, you feel more compelled to take responsibility for the successes.
- A Sense of Competence. If you have a personal benchmark for excellence in your user activities, then you know that it will be able to meet the same benchmarks established by others.
- A Sense of Progress. To know we’ve accomplished or overcome something and made strides to excel is a powerful motivator.
If this consistency in quality of work sustains itself over the long term, you can almost guarantee that you’re creative enough to handle some of the toughest requirements for the very tasks over which you have confident mastery, that is recognized by others. With this also comes with a sense of satisfaction, and even some artistry in association with your work. It’s pride of purpose, even in an unrewarding job. Call me a dreamer but, I believe we don’t have to bribe people to do better. There are plenty of behavioral modification apps that do this. Rewards should be unique to the person’s sense of value/s. But rewards and gaming people to get what we want is a dangerous and slippery slope that can easily devolve into manipulation at best and mind control through propaganda at worst. Just look at Big Tech/Social. I’m a firm believer education and facilitating ‘Aha’ moments. When things come together, knowledge gaps filled and dots connect, that is our greatest cognitive reward and we all seek those moments subconsciously.
How Do Businesses Block Employees
We want to contribute. We have an innate desire to make a difference in the world, and the organization can be a a great catalyst for doing that. Businesses make it difficult for us to understand how we can make a difference. Often, management fails to communicate the business’s goals and strategy to us. leaving us, unsure of the larger purpose and mission of the business and don’t recognize how our roles fit that purpose.
We generally choose to do right. We recognize the difference between right and wrong. We face pressure to hit goals, causing us to bend the rules or hide information. Lucrative bonuses and access to company assets can tempt employees to cross the line and betray our sense of right and wrong. Internal controls and safeguards are not in place to guard against temptation, and boundaries around unethical behavior are unclear. Especially in the case of Fintech or startups with lucrative sales bonuses and incentives.
We want to achieve. Many work to capture extrinsic rewards such as money, promotions, and praise. People also have an innate drive to feel a sense of personal achievement. Employees lack the resources necessary to complete their tasks. Or, they face so many competing demands that they are unable to focus on any single objective with enough intensity to achieve the desired outcomes. Tons of meetings, fragmented stop/starts, poor job intake or task goals creates entropy. Our productivity becomes scattered and diffused, hindering efforts to achieve our daily goals.
We want to innovate. The urge to create and experiment is a powerful instinct that has allowed us to evolve our standard of living. When we fail to innovate it’s because we lack the encouragement and resources or we’re afraid to risk challenging the status quo. We worry that if we voice opinions that seem counter or radically different, superiors and colleagues will not support us.
A Sense of Progress.
In this reward tier, you really feel that all of your efforts have been concerted towards accomplishment and completion. Once you’ve reached a certain point of completion, the forward momentum you’ve built up to this point has no way of failing or turning around. With this comes a strong feeling of confidence in those choices you’ve thus far made – and a strong feeling of confidence in the future will be associated with how things have worked out for your task or behavioral design endeavors.
The following are links to the Center For Non Violent Communication and a common benchmark for an empathy related, human needs inventory. Also, links to better understand what humans value and are looking for from, love, happiness, purpose and unity. Understanding human values and needs will ensure you’re finding meaningful ways to support and nurture others with purpose and in your content, design, education, behavioral modification and communication. Words and voice matter so choose yours wisely. Software is a tool for getting a job done, moreover, it’s a vehicle for communication and education. Properly designed, it can change people’s lives and their behavior.
ELEMENTS OF VALUE:
https://media.bain.com/elements-of-value/
Gestalt Design
By Thomas Wilson
UX, product and visual design are exploding around the world. It’s imperative that we connect the human mind to products, services and usability, using empathy and psychology in order to better understand how the world around us is not only viewed, but how we interact with the world around us. There are six primary principles under which Gestalt Theory is categorized. Although the theory itself is just over one hundred years old, we see that it has had a major impact on the advancement of the arts and media.
Quick History Of Gestalt Theory
Czech-born psychologist Max Wertheimer’s publication on phi motion in 1912 is typically credited to the beginning of Gestalt Theory. This (phi) phenomenon is the perception of motion within a given set of stationary objects, which is typically explained as an optical illusion. Similar to beta movement, which is also the sensation of movement, phi movement differs slightly in there is an involvement of impulses of sequence (for example, lights on a string turning on and off in regular patterns), whereas beta movement is specific to static images. This gives us “persistence of vision.” The whole of the Gestalt theory can, in summation, explain how people tend to connect design elements.
Pragnanz
Pragnanz’ is the German word for ‘pithiness’, and it means ‘concise and meaningful’. It’s a principle in Gestalt that underpins laws like continuation and closure whereby our minds complete shapes and fill in the blanks. Familiar and simple shapes are strong because they resist being interpreted as something else. There is an overall design that controls the positioning, creating an organizing rule that leads to a familiar pattern. Simplicity is also created through separation, avoiding confusion caused by overlap.
Artists are often taught to create with sacred geometry, basic shapes like squares, triangles, circles and rectangles. The hidden strength of such shapes can be found in everything from cave paintings, tombs in pyramids and many historic paintings. For example, where there are three noticeable items, they form a triangle, which is the basic stable structure.
Gestalt Principles
According to German psychologist Kurt Koffka, “the whole is other than the sum of its parts.” The whole, then, is the overall perceived reaction above the individual parts which summate it. We are going to discuss six different principles which underscore the theory, and how each principle can be applied (or are already applicable) to design in artistry and media today.
Similarity
When you can see that there are elements which closely resemble each other within an image, you’re experiencing the Gestalt principle of similarity. The principle of similarity states that things which share visual characteristics such as shape, size, color, texture, value or orientation will be seen as belonging together. In the example to the right, the two filled lines gives our eyes the impression of two horizontal lines, even though all the circles are equidistant from each other. T he principle of proximity or contiguity states that things which are closer together will be seen as belonging together. NOTE THIS PARAGRAPH LOOKS LIKE THE FONT HAS CHANGED
Continuation
The law of similarity explained above was the grouping of individual parts to form a whole. The law of continuation (or continuity) states that, whenever possible, there will be a perceived continuous pattern. Our eyes will take a quick route towards seeking out patterns (intersecting lines, for example). Objects which are related directly to each other and sharing the same basic principles will be seen as having their own individual characteristics. For example, if we see an irregular two-dimensional series of randomized lines upon a differently-colored background, we can see that they are either lines or irregular patches of solid colors within implied lines.
The law of continuation allows us to read handwriting in general. Writing is, quite literally, a series of lines crossing over each other, each of which have been given a form of identification depending on shape. The mind will find a directional that may point or flow in a direction and will rest when it stops.
Closure
The law of closure is the mind automatically grouping together similar objects or closing off gaps to unify multiple objects. Imagine a painting of four circles. Each of the four circles is aligned in such a way as to be equidistant from the next one in either a clockwise or counter-clockwise pattern, or a square. Each of the circles also has a 90-degree angle and each align to form an implied square. There’s no actual square, but the mind has a way of seeing a square– your brain has filled in the gaps. The law of continuity works in much the same way, except there is a flow of lines which are actually there, rather than filling a void with an implied shape. The mind works in a very unique way to fill information out of what would otherwise be chaos.
Proximity
The law of proximity describes how the human eye perceives connections between visual elements. Elements that are close to each other are perceived to be related when compared with elements that are separate from each other. Proximity allows us to use whitespace, for example, to build perceived relationships between different elements. Overlapping and connected elements are proximal, and are therefore mentally grouped as correlated and having commonalities– the opposite, where two objects are less proximal, are less connected. One can use this principle in related design elements, and use distance to separate non-related elements. We can separate unrelated items from each other and connect related items, depending on the strength of visual cues.
Figure vs. Ground
When we look at something we separate the foreground or figure, and a background or ground. The foreground is usually the main subject we will subsequently focus on, conversely the background is generally ignored. Areas which recede are more likely to be background. M. C. Escher is most well known for his mathematical concept art that incorporates this psychological effect. One may see either the white or black color as the figures, but never both at once.
Symmetry and Order
The last in our list of Gestalt principles is that of symmetry and order. With regards to visual design, there are different properties one might use to balance out a work. The more symmetry expressed within a work, the more visually appealing and beautiful a work is considered to be. When we speak about order, we’re talking about whether the bulk and the outline have a proper amount of balance and adhere to pithiness.
Through the six principles above, Gestalt theory is existent in every aspect of our lives and the things we interact with around us. If you take into consideration each of the preceding categories when looking around you, then your own understanding of all physical and digital things and the intent of the creator is purposefully crafted to how our minds consume information, spacial relationships and the order of all things.
Color Blindness
Before we get started let’s explore some facts. In the US alone, ~3% are blind; ~6% have significant vision impairment; ~8% have color vision deficiency; and 90% of mobile users turn down their brightness to conserve battery.
We see less than 1% of the electromagnetic color spectrum. Colors are perceived be refracting light. The existence of color depends on the conical photoreceptors in our eyes. So for animals without cones, colors do not exist because they cannot be perceived. Because colors are created in our minds.
I’ve had the unwitting task of identifying multiple co-workers’ color blindness over the years. In every instance, they were Caucasian males in the tech industry. The discovery usually occurs while sharing a screen and discussing design issues regarding UI or some type of creative artifact. I know what to look and listen for with regard to cues. And almost every time, it turned out the person had a degree of deuteranomaly in their vision.
Objectively, colors exist whether we perceive them or not. A red apple is just that, so why can’t some people tell the difference? Some aspects of color blindness go unnoticed because the appearance of an object to a person who’s colorblind is just as normalized for them as it is for a person who can see full color. The color blind are as acclimated to the color varieties they experience as trichromatics are with theirs. Often, there aren’t any major issues – particularly when the object is placed in context.
When it’s not in context, however, the symptoms become more apparent. The hypothetical apple could be red, green, yellow, or an alternative color, like salmon. I will outline color groups as they relate to the various types of color blindness later. Suffice it to say that without being exposed to situations which reveal the condition, a color blind individual maintains the capacity to live a healthy, productive life. The ability to readily differentiate key colors depends as much on the vibrant color of the object as it does on the person viewing it.
Not all of us have trichromatic vision. As many as 7-8% of Caucasian males are affected by a degree of color blindness and spoiler alert; most of them do not know.
Worldwide, 8% of men and 0.5% of women have a color deficiency in their eyesight. These figures are much higher in predominantly caucasian countries. So in Scandinavia, the numbers increase to approximately 10-11% of men. By contrast, Africa, has very few color blind people. Countries such as India and Brazil also have a relatively high incidence of color deficiencies because of the large number of people with mixed racial heritage.
Globally, the 8% of color blind men can be divided approximately into; 1% deuteranopes, 1% protanopes, 1% protanomalous and 5% deuteranomalous. Approximately half of color blind people will have a mild anomalous deficiency, the other 50% have moderate or severe anomalous conditions.
The confusion children experience with incorrectly naming a color could have drastic negative consequences later in life, regarding self-esteem and confidence with colors in a public setting. It’s usually spotted in art class or by parents who often identify it in childhood when acknowledging colors in their surroundings.
Types of Color Blindness
The most common form of color blindness is connected to a perception anomaly, originating from variations in the development of key components within the structure of the eye. These alternative expressions are compared to trichromatic vision, but the person should not be considered any less capable. Although they may not view websites or traffic signals the same way as others, the intention of those messages and signals is not lost. While the normally red stop light might look brown when adjusted for trichromatism to see it, the function and purpose of the light is not lost. The color blind will still interpret the light as red. However, this can have an effect on color blind abroad, where traffic signals are not always displayed in the same manner they are used to, let alone placed in the same positions they have become familiar with.
There are 3 specialized types of cone cells in the human eye.cones of an eye are specialized and have three types. 92% of males and 99% of females have all three cones which enables them to detect all spectrums of visible light. The key colors for proper trichromatic vision are red, green, and blue. Variations in these cones, and their effectiveness, make for a unique viewing experience. If you could imagine the world, for example, lacking anything green in it, you would be imagining the world through the eyes of a person with deuteranopia.
Another component of the eye, called a rod, distinguishes light intensity. The rods are what make dark rooms appear more gray than colorful and are also why bright rooms appear whiter than they are colorful. I dare say that we all cannot see x-rays with the naked eye (we’re missing an essential biological tool such as a specialized rod or cone for distinguishing them) and, in the same manner, those affected by color blindness cannot see those certain spectrums of color, at least not as vividly as trichromatism.
Other reasons which may influence a person’s ability to perceive colors could be boiled down to the general categories of psychological development or brain trauma. Although not common, it is worth considering that the physical eyes might be in perfect working order, but the brain’s interpretation of the signals they produce might not be.
What might look like a red stop sign to most of us, with its red octagon and white framing, also looks like a “red” stop sign to a colorblind person. It is important to remember that the physical world does not change. A colorblind person is not subjected to a full grayscale environment, though there is a small percentage of individuals for which that is true. The inability to see red in the same way as a person with trichromatic vision does not indicate they cannot comprehend the color actually seen is “red.”

Trichromatic vision (Normal vision) is the ideal vision category. But with the three types of cones in the eye come six potential issues. Vision color disorders are broken up into two types, where the suffixes indicates the nature of the problem and the root word assigns the color type affected. If the word ends with -omaly, it is a condition where the effects of color blindness are present but not complete. Where the word ends with -opia, this indicates complete color blindness. As an example, a person with the -omaly type condition is better able to distinguish a given color set than a person with the -opia condition, but both are not as able to distinguish the colors as well as someone with full trichromatic vision.

Deuteranomaly is a red/green color deficiency, and by far, the most common form of color blindness. This subtype of red/green color blindness is found in about 6% of the male population. A person with deuteranomaly can see that a variety of colors look different than in a normal color spectrum. Although red and green are the main problem colors, there are also some gray, purple and a greenish blue-green which can’t be distinguished very well.

For those with protanomaly and protanopia, red is not experienced the same way both between them and when compared to a person with trichromatic vision. Similarly, deuteranomaly and deuteranopia affect the green cones. For example, the leaves of trees and the grass outside may not appear as vividly as with someone with trichromatic vision. Interestingly, the combination of these two types of color blindness happens to be the most common, affecting nearly 99% of all cases.

Further, tritanomaly and tritanopia affect the person’s ability to view the blues and yellows in the world. This variation is less prominent, with approximately 1 in every 10,000 being affected. Unlike protan and deutan cases, tritan cases are autosomal. Because of this, tritan cases can affect both men and women equally, whereas protan and deutan cases predominantly affect men. The sex-linked recessive trait can skip a generation as well. In extreme cases, a person may have no color experiences at all, referred to as cone monochromacy. The data on this is conflicting, but estimates indicate that 1 person in range between 33,000 to 100,000 will be affected by this condition. The worst of the colorblind range of conditions is achromatopsia, or rod monochromacy, where the world is literally black, white, or gray. However, the authenticity of such cases is disputed.
Now what about the actual colors themselves?
A few years back Kissmetrics did some research around gender and color preference. Analyzing the breakdown of colors and perception differences between men and women. In various forms of research, men typically prefer blue 57% of the time, and purple 0%, while women prefer blue 35% of the time, and purple 23%. While they did not dive into causality, the correlations they propose do align with the statistics surrounding the prevalence of color blindness in men.
This leaves us questioning many things, including, do we know someone who might be color blind? And what can we do about it? Perhaps we want to help that person see color for the first time.
Fortunately, there are some mechanical solutions to aid the individual in separating the colors, but disappointingly, there are no permanent fixes as of yet. But it is possible to obtain specialized lenses or contacts for daily use that make the perception of color variants easier.
I must give a word of caution here: the first time these solutions are used, emotions vary and reactions can be unpredictable. With the knowledge that color blindness is a term used to describe the condition of blindness to specific colors or ranges of colors, we can offer compassion for those who might incorrectly perceive a color and raise awareness about the unique perspectives those individuals have. But should we make the 92% -94% of people who have normal vision endure a life with a constrained color gamut? Hmmm.
The Billion Dollar Question
So what do we, as visual, UX, UI, product designers and creative communicators do with this information?
Nothing really.
What!? What about Accessibility? The exception is not the norm and the bulk of products and services humans utilize daily do not require the application of these constraints. They’re superfluous. Contrast is critical. But using muddy tones to accommodate a small subset of the population, specific form of color blindness is not.
For several years we’ve heard designers be overly concerned about color blindness. When asked by co-workers and alarmists what the solution or action to take on the matter should be, I always ask this question in return. At what point do city planners, municipal architects and roadway engineers change every street light and stop sign in the world to accommodate the same issue? After the deer in the headlights look, they usually respond, doubtfully—never. Bear in mind, every single light and sign is seen by individuals with these same visual anomalies—daily. And with seemingly no concern of the disastrous possibilities. So if not there, then why do our brands, UIs and design assets and systems need to reflect the small number of people’s vision issues?
Why would we advise a startup, corporation, brand or product to concern themselves with these anomalies? Why would I suggest to any of them, that dulling down their design system, palettes to accommodate a small percentage of customers is a wise use of funds and efforts? Especially if they aren’t beholden to a mandate of oversight or compliance.
I don’t.
No more than I would expect all people to buy 4x4s because there are some potholes in the road. No more than I would expect Nike to start selling single shoes instead of pairs because there are some single-foot diabetes patients or peg-legged pirates that tangled with the wrong shark. No more than I would expect all traffic lights and stop signs be changed to a muddy ochre, lavender and rose, so everyone can see the lights or signs in the same way. Everyone except people with monochromacy that is. Dumbing down color pallets and forcing the dominant number of people to suffer the same issues as a small percentage of the population is not inclusion, it’s delusion.
If we continue down that slope, why not make all products greyscale to accommodate people who are totally color blind? Or better yet, why do we create them at all? Lets accommodate people who are totally blind? Shouldn’t we just create everything in braille to facilitate communication with the lowest denominator? There’s no logic in these debates. That is why Stop signs will remain red and why traffic lights will remain the colors they are. And why common HMI controls and systems that use various rules of color coding like SCADA systems will NEVER Change. Because they shouldn’t. The alert systems on your TV will always be red banners across the top of your screen etc. I could provide 20 more examples but why?
We’ve gone overboard with the notion of inclusion to the point that we aren’t even asking ourselves rational questions anymore and we aren’t using critical thinking. We’ve completely handed over all common sense to self righteous moral egalitarians.
Defining User Experience
By Thomas Ian Wilson
As I’ve said for years, I don’t particularly care for the term. Calling the lifeblood of our companies anything other than team members, customers or heroes is broken nomenclature in my mind. Actors, users and human capital are all pretty dark. And words are important. Where else do you hear the term “user?” Maybe in rehab or with regard to someone who’s an emotional taker with regard to relationships, well, you get my point. Enough with that.
Nevertheless, UX stands for “user experience.” It’s about the usability and relationship between products, services and their respective customers. UX is the concern with usability, accessibility, and the provision of pleasure during those interactions. The process of generating good user experience is essentially a collection and collaboration of components to create an end product. UX primarily involves digital products but can be applied to systems, services and customer journeys through every stage and touch point of exposure, adoption and procurement of products and services. It’s the interaction between our fellow humans and using empathy to provide a more preferred solution. The needs of a customer and the ease of usability for any product or service operate on a relationship of ease of use, functioning as promised and how pleasurable it is to interact with products to achieve goals.
According to the Nielsen Norman Group (NNG), there are several components rooted in quality that must be considered in order to predetermine the projected success of a design:
Learnability— Initially, when a user happens upon a website or application, the speed at which he or she can accomplish the simplest or most fundamental tasks is a determinant in learnability. Learnability is of great concern in complex software application design, and may be considered a subcategory of usability.
Efficiency— Once a user has learned a design, another key component is how quickly they can perform a single or multiple tasks. This can often be interdependent with another component, utility, which it the design’s function. With these two components, one can determine the basic overall efficiency of a program for users who are new or have limited experience with said design.
Memorability— This component of UX is to determine how easily a user can re-obtain a prior level of efficiency after variable durations of inactivity or absence. This coincides with the learnability component in that the existing design is easily learned, and retention would be facilitated by the initial ease of use.
Errors— With any new application, there may be room for error to be accounted for with UX. The number of errors, the severity of these errors, and the recoverability from these errors are highly important statistics to record. Improvements in design will allow for fewer errors to be experienced overall, in addition to patching design flaws to reduce the number of errors present in a program.
Satisfaction— Overall, a user will determine through the preceding primary components the overall pleasurability of the design. Satisfaction is the final judgment call a user will make, which will, in turn, determine the success of the design or application.
Usability and utility in tandem determine altogether the usefulness of a design.
Why We Determine The Importance of Usability
Using an app on your mobile device or visiting sites on the internet might be the traffic you’re accustomed to interacting with. The most popular products are those that are the most comprehensive in not only design, but functionality, reliability, usability, and pleasurability.
If we think of auction websites, eBay comes to mind automatically. Or perhaps we think of online retail? Amazon might come to mind. The user interfaces is so familiar to its regular users that they are a household names. The same can be said of any website niche: social media (Facebook), or plural forums (Quora), and video sites (YouTube). If any website tends to take an extended period of time to load, the menu options haven’t been made clear, or navigation is particularly difficult, the product will experience churn or drop off. If a website fails to answer user needs and questions, they will end up leaving. In other words, the pattern of people showing up to a website and leaving is much higher and risks much more frequency if a product is not utilitarian. Design is much more than simply coloring text and developing background images— it’s the total experience of how humans engage all products and services.
Hierarchy of User Needs
Aarron Walter developed a hierarchy of UX basic needs, a nod to Maslow’s well-known hierarchy of basic human needs. The Walter hierarchy involves fours categories, from bottom to top: functionality, reliability, usability, and pleasurability. The foundation is functionality, the bedrock of UX hierarchy. If there is not basic functionality, the design or program is meaningless.
Just above functionality is reliability. If a website or program does not feature good, credible content or unexpectedly experiences glitches with function and results, then the reliability factor is not up to standard. A good, reliable website is designed to be a trusted source of consistent information— at which point, usability and pleasurability land just above reliability.
A design that has high functionality, with reliable consistency and a tendency to be easy to navigate for new and experienced users alike, will then be appreciated for its pleasurable or enjoyable aspects.
Delight: Delight is an achievable component of overall UX once the components of functionality, usability, and reliability have been successfully attained. There are two types of delight a user will experience on such websites:
Surface Delight: Certain features in front of the background that are relatively contextual; specifically, those features sequestered from the background. For example, a stationary background can still allow a page to scroll through menu options, video lists, images, or sound interactions. Microcopy are the smallest bits of copy that can make a massive impact on the overall functionality of a site, which is also another interface feature (these are little tidbits of information that can help to resolve conflicts in areas where instructions might not be clear, or there is a common misunderstanding among visitors to a site that can be settled without having to resort to further clarification).
Deep Delight: Functioning as promised equates to delight!
This is a subsurface sense of flow that allows for a user to maintain a high capacity of productivity without deferring to distractions from the primary task. One can think of deep delight as an apprenticeship— the learning party (apprentice), knowing the tasks and routine after a certain period of on-the-job training, will have on hand the exact tools and devices needed to the assist the journeyman; their “flow” is an interdependent, yet intangible force that allows for maximum productivity. A user who experiences deep delight will be more likely to offer patronage to a website on a frequent basis. They’ll also be more likely to suggest others experience the site for themselves based on their own experiences.
Obtaining this requires that a product works as well as (or even better than) expected, as well as meets the needs of users at the time it is needed. Deep delight, then, is a highly important step in the foundation of UX. It cannot be stressed enough that all factors of UX must work harmoniously in order to allow visitors to get the most out of their experience when visiting a website or playing an application, lest a website fail to meet the expectations of potential customers.
What’s in a name? Turns out—a lot.
By Thomas Wilson
We don’t make innovation decisions without strong metrics and continuous product and content discovery. After spending a great deal of time determining the state of product development in the marketplace, we noticed a trend emerging. Design agencies were creating interesting nomenclature to articulate their process. To say we were concerned that industry standards like: One-Stop-Shop, Synergistic Partnership or Turnkey Solution were being abandoned for newer, hipper terms like Design Thinking and User-Centered Design, we set out to come up with an even more spectacular word that fully conveys our unique approach.
As a group made primarily of engineers, we had developmental challenges. What followed was an aggressively grueling twelve-week, archeological, philology-driven, co-design charrette and wordsmith hack-a-thon. After 68 gourmet pizzas, 112 tacos, 47 tapas and 327 espressos, 119 lattes, 3 bottles of Tums, multiple veiled threats and nine personnel changes we came up with the most amazing discovery in the history of written and spoken word.
Product and software development isn’t soft—it’s hard. Real hard and it requires skill, patience and acumen on a level that should never be considered tender or soft in any way. So a perfect word emerged; HARDWARE. After speaking to our legal team and marketing staff we concluded that Hardware was already taken and meant something completely different. And though related, not what we were looking for. Needless to say we made four more personnel changes.
What followed was another aggressively grueling six-week, deep discovery, archeological, philology-driven, co-design sprint, bootcamp and wordsmith hack-a-thon. It was emotional, we hadn’t bathed or brushed our teeth and several of us were on the outs with our significant others but science doesn’t have feelings and science doesn’t bathe. Have you ever seen a pic of Einstein’s hair? He was consumed with the quest for answers and meaning. He didn’t have time for common concerns like grooming. Neither did we. To say we were determined and malodorous is an understatement.
Then all at once, like an illuminating ray of light in the darkness, we were staring at hundreds of stickies covering a wall and it hit us. The coveted yet elusive ‘Eureka!’ or ‘Aha!’ moment innovators speak of but rarely comes. It was right there in front of us all along. Too many words, like too many steps in a user flow is bad usability. It equates to unnecessary cognitive load. Aside from that, nobody reads anymore, especially humans. Complex nomenclature for simple things is an experiential design no-no. What we needed was a word combo. A perfect all-encompassing word. A word above all words, to be respected by smaller, less significant words. And like a perfect Frankenstein we were gifted from the gods of etymological usability.
We’re pleased to have created a disruptor in the technological lexicon of literary goodness that will shake the industry to its core. It’s equal parts adjective, verb, noun and awesome. We call it: Prodesigngineerdevelopmentation™.
The only way we could possibly make it more marketable was to implement; ‘THINKING’ at the end.
Prodesigngineerdevelopmentation Thinking™
Impressive right? What’s key here is the experiential brand promise. A promise of product salvation, good work done by purposeful product designers, engaged engineers and UX teams. It’s not software, its SOULWARE. Trying to convey that in a one word that exemplifies all we do and the reason we wake every morning wasn’t easy. It was a labor of love and our answer to an overwhelming number of firms with goofy processes that just don’t get it.
Well, we do—now you do too.
You’re welcome world.
