Scaling Katrin Verclas of MobileActive.org has published a whitepaper entitled “Scaling Mobile Services for Development: What Will It Take?”.

The paper, originially commissioned for the World Economic Forum, discusses the opportunities and critical success factors for scaling m-services – services and products for development delivered over the mobile platform. It discusses some of the barriers for scaling m-services and it addresses how industry, donors, and civil society organizations can move from some of the many promising pilot projects in m-health, m-agriculture, and m-payments to economically viable m-services that increase the quality of life and drive economic growth for the poorest of people.

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Gilbarco In a two-part series, Korea’s JoongAng Daily newspaper looks at the rise of service design and the notion that modern product designers need to look well beyond the physical form of their projects.

For years, the design field focused primarily on developing products that were attractive and convenient for consumers. Now, however, the industry is increasingly eyeing service design, which involves providing products that offer up benefits to society.

“The current trend is to create designs that improve services in the public domain as well as at corporations,” said Lee Young-sun, a chief design officer at the Korea Institute of Design Promotion. As Baik Jong-won, a professor at the Kaywon School of Art and Design, puts it: “Design that had been merely about making a contribution to beautifying a city environment is now turning into a means of resolving social issues these days.”

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- Designing with the public good in mind
- Satisfying customers drives design advances

(via Core77)

Design with Intent Toolkit Dan Lockton, a Ph.D. researcher at Brunel University (UK), has together with professors David Harrison and Neville Stanton, recently published a range of papers on the topic of design for sustainable behaviour (the list also contains one blog post):

Design for Sustainable Behaviour: investigating design methods for influencing user behaviour
October 2009
This research aims to develop a design tool for product and service innovation which influences users towards more sustainable behaviour, reducing resource use and leading to a lower carbon footprint for everyday activities. The paper briefly explains the reasoning behind the tool and its structure, and presents an example application to water conservation with concept ideas generated by design students.

Choice architecture and design with intent
June 2009
Motivation – Choice architecture (Thaler & Sunstein, 2008) is a phrase of the moment among politicians and economists seeking to influence public behaviour, but the relevance of the concept to designers has received little attention. This paper places choice architecture within the context of Design with Intent—design intended to influence user behaviour. Research approach – The concepts are introduced and choice architecture is deconstructed. Findings/Design – Affordances and Simon’s behavioural model (1955) help understand choice architecture in more detail. Research limitations/Implications – This is only a very brief, limited foray into what choice architecture is. Originality/Value – User behaviour can be a major determinant of product efficiency: user decisions can contribute significantly to environmental impacts. Understanding the reasons behind them, a range of design techniques can be identified to help users towards more efficient interactions. Take away message – The intended outcome is a useful design method for helping users use things more efficiently.

‘Smart meters’: some thoughts from a design point of view
June 2009
Lockton’s response to the three most design-related questions in the smart meter consultation by the UK’s Department of Energy and Climate Change

Design for behaviour change: The design with intent toolkit v.0.9 [poster]
April 2009
The Design with Intent Toolkit aims to help designers faced with ‘design for behaviour change’ briefs. The poster* features 12 design patterns which recur across design fields (interaction, products, architecture), and there are also 35 more detailed here on the website.
>> See also these blog posts on what is happening with the toolkit: part 1 and part 2

Influencing interaction: Development of the design with intent method
April 2009
Persuasive Technology has the potential to influence user behavior for social benefit, e.g. to reduce environmental impact, but designers are lacking guidance choosing among design techniques for influencing interaction. The Design with Intent Method, a ‘suggestion tool’ addressing this problem, is introduced in this paper, and applied to the briefs of reducing unnecessary household lighting use, and improving the efficiency of printing, primarily to evaluate the method’s usability and guide the direction of its development. The trial demonstrates that the DwI Method is quick to apply and leads to a range of relevant design concepts. With development, the DwI Method could be a useful tool for designers working on influencing user behavior.

Design with intent: Persuasive technology in a wider context
June 2008
Persuasive technology can be considered part of a wider field of ‘Design with Intent’ (DwI) – design intended to result in certain user behaviour. This paper gives a very brief review of approaches to DwI from different disciplines, and looks at how persuasive technology sits within this space.

Making the user more efficient: Design for sustainable behaviour
May 2008
User behaviour is a significant determinant of a product’s environmental impact; while engineering advances permit increased efficiency of product operation, the user’s decisions and habits ultimately have a major effect on the energy or other resources used by the product. There is thus a need to change users’ behaviour. A range of design techniques developed in diverse contexts suggest opportunities for engineers, designers and other stakeholders working in the field of sustainable innovation to affect users’ behaviour at the point of interaction with the product or system, in effect ‘making the user more efficient’. Approaches to changing users’ behaviour from a number of fields are reviewed and discussed, including: strategic design of affordances and behaviour-shaping constraints to control or affect energyor other resource-using interactions; the use of different kinds of feedback and persuasive technology techniques to encourage or guide users to reduce their environmental impact; and context-based systems which use feedback to adjust their behaviour to run at optimum efficiency and reduce the opportunity for user-affected inefficiency. Example implementations in the sustainable engineering and ecodesign field are suggested and discussed.

Social bank The banking industry is missing out on a huge opportunity to transform itself from a transactional model to an engagement model, writes social media strategist Jay Deragon on AlwaysOn.

“Think about what lies within the system of banking: people and businesses. Now, do banks do anything to “connect” people and businesses to facilitate transactions amongst and between people and businesses? When was the last time your bank actually helped you do the following:

  1. Solve a problem not having to do with a transaction
  2. Introduced you or your business to others who may need your product or service
  3. Provided you with new information or knowledge that helped you or your business be more productive
  4. Helped you or your business grow revenue, besides lending money for you to do it yourself
  5. Helped you find relevant and relative resources that you need

The answer to these questions is a bank simply doesn’t do any of these things, at least not consistently and as a regular part of their relations with customers.”

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Branded UX If there is a future for designers and marketers in big business, it lies not in brand, nor in “UX”, nor in any colorful way of framing total control over a consumer, such as “brand equity”, “brand loyalty”, the “end to end customer journey”, or “experience ownership”. It lies instead in encouraging behavioral change and explicitly shaping culture in a positive and lasting way, argues Jon Kolko in a long piece on Johnny Holland.

“The focus on brand and control of the user experience is an attempt to avoid the above commoditization and irrelevance of artifact, and it references a dated model of dominance – one where a company produces something for a person to consume. This is the McDonalds approach to production, where an authoritative voice prescribes something and then gains efficiencies by producing it exactly as prescribed, in mass. The supposed new model is to design something for a person to experience, yet the allusion to experience is only an empty gesture. An experience cannot be built for someone. Fundamentally, one has an experience, and that is experience is always unique.

Interaction design is the design of behavior, positioned as dialogue between a person and an artifact. A person commonly doesn’t talk to an object; they use it, touch it, manipulate it, and control it. Usage, touching, manipulation and control are all dialogical acts, unspoken but conversational.”

Jon Kolko is an Associate Creative Director at frog design. He has worked extensively in the professional world of interaction design solving the problems of Fortune 500 clients. Prior to working at frog, Kolko was a Professor of Interaction and Industrial Design at the Savannah College of Art and Design, sits on the Board of Directors for the Interaction Design Association (IxDA), and is the Co-Editor-in-Chief of interactions magazine, published by the ACM. Kolko is the author of Thoughts on Interaction Design, published by Morgan Kaufmann, and the forthcoming text tentatively entitled Exposing the Magic of Design: A Practitioner’s Guide to the Methods and Theory of Synthesis, to be published by Oxford University Press.

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IDEA 2009 The IDEA Conference took place in Toronto on September 15-16, with a focus on social experience design. Boxes and Arrows, in collaboration with the IA Institute, brings recordings of most conference talks.

Day one
- The impact of social models – Luke Wroblewski
- Social spaces online: lessons from radical architects – Christina Wodtke
- Making virtual worlds: games and the human for a digital age – Thomas Malaby
- User experience as a crucial driver of social business design – Jeff Dachis
- Bare naked design: reflections on designing with an open source community – Leisa Reichelt
- Does designing a social experience affect how we party? Of course it does! – Maya Kalman
- The information superhighway: urban renewal or neighborhood destruction? – Mary Newsom

Day two
- Innovation parkour – Matthew Milan
- The art and science of seductive interactions – Stephen Anderson
- Social design patterns mini-workshop – Christian Crumlish & Erin Malone
- If you build it (using social media), they will come – Mari Luangrath
- The bawn of perfect products – Tim Queenan

Doctors NESTA, the UK’s National Endowment for Science, Technology and the Arts, has published a 45-page discussion paper on how transforming healthcare to involve the public, i.e. the creation of people-powered public services, can save money and save lives.

The National Health Service (NHS) needs to save £15 billion to £20 billion over the next few years. This paper argues that these savings could be achieved through radical patient-centred service redesign and more effective approaches to public behaviour change. However, these approaches are difficult to develop within the existing health service.

NESTA’s experience of working with leading companies and developing projects in healthcare demonstrates that radical new ways of innovating that give genuine power to frontline staff, patients and the public are necessary to make these approaches widespread. This would unlock the savings we need and improve the nation’s health.

Download paper

Sente Nokia user researcher Jan Chipchase has posted an in-depth presentation and paper on designing mobile money services for emerging markets:

“Hang around a telecoms industry conference long enough and you start to get big-number fatigue – as one stack of seemingly impressive statistic blurs into the next. The numbers that have stuck with me over the years came from our research into the lives of the working illiterate: people who have jobs and want to keep them – spending time with people who work 16 hours days, 7 days a week with just a few days off per year is not uncommon. Who benefits more from the introduction of mobile money management services – a white-collar worker in New York City or a migrant manual labourer living out of a dormitory in Xi’an? For many access to mobile money services is a game-changer.

For practitioners working in this space (hei) the most useful section is likely to be on mobile phone practices and behaviours: covering mediated use from the perspective of customers; agents and the service providers themselves; charging; and multiple-SIM card practices.”

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