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18
International Journal of Design Vol.5 No.2 2011
Service Innovation Through Touch-points
important to emphasize that the design, processes and insights it
offers are very early and are offered as part of the emerging inquiry
into methods and their uptake in service design. The sections that
follow therefore need to be read as an exploratory, case related
inquiry that seeks less to be declarative and solution-centred but,
in keeping with the tenor of design itself, aims to also find issues,
better identify them and communicate them.
The AT-ONE Project
This work is part of the AT-ONE research project. AT-ONE is
developing process support, and tools, for cross functional teams
during the first stages of the NSD process. The AT-ONE method
helps teams map, ideate and conceptualise potential new services
through a structured series of workshops (Clatworthy, 2008).
Each of the letters of AT-ONE relates to a potential source
of innovation in services, and the letters can be seen as a set
of lenses through which a service can be viewed. The method
therefore runs workshops with focus on each of the following
lenses:
A– New combinations of ACTORS who together can provide
improved services
T– Orchestration and development of TOUCH-POINTS to
provide innovative services
O– Developing new OFFERINGS that are aligned to brand
strategy
N– Understanding customer NEEDS and how new services can
satisfy them
E– Designing customer EXPERIENCES that impress the
customer
The work described here relates to the development of the
method for innovation in touch-points, the letter T in AT-ONE.
This work can be utilized for innovations based exclusively upon
focused workshops on touch-points in which cross-functional
teams work together.
Design and Implementation
The research approach taken was one of participatory action
research (O’Brien, 2001) in which the author was involved in
planning, developing and evaluating the support tool through
several iterations together with commercial service providers
using innovation briefs of commercial relevance.
The Choice of Cards as an Innovation Tool
The idea for developing a tangible tool emerged when we started
running workshops in the AT-ONE project three years ago. As
part of the Touch-Point workshops, we found ourselves using
touch-point examples to help with both mapping and analysis
(before a workshop) and for idea generation during the workshops
themselves. In addition, we identified a need for activities that
help build project team cohesiveness, common understanding and
common goals.
Within service design, one of the early successful large-
scale initiatives was the RED programme, coordinated by the
Design Council in the UK. One of the projects within RED was the
Diabetes Agenda (RED, n.d.) in which patients were given agenda
cards as a preparation for a health consultation. The cards were
considered a great success by the stakeholders, and this, together
with the need for examples in workshops, inspired us to look into
cards for the AT-ONE project. When we looked more deeply into
research on design for collaborative teams (Molin-Juustila, 2006),
and cards or games as an innovation support tool (Brandt, 2006;
Brandt & Messeter, 2004; Halskov & Dalsgård, 2006) we found
considerable support for the development of a tangible tool. One
of the motivations for using cards was the important role that they
can play for forging team collaboration towards a common goal.
Brandt (2004) describes this as follows:
... movements within a community of practice has both open
periods in which creativity and discussions have room to unfold
and more narrow periods characterised by consensus and/or
decision-making, including the location of these in physical
artefacts. (p. 128)
Brandt refers to the participatory design tradition in design,
in which physical manifestations are a central part of the process,
something she describes as reification, which is “the process
whereby people within a community of practice create physical
artefacts on the basis of a common understanding of the practice”
(Brandt, 2004, p. 128). We were interested in developing a tool
that could support group processes through reification for a
service. We saw this as both a challenge and opportunity, since
services are often described as immaterial and experiential rather
than tangible. The idea of developing a tangible tool to assist
with the development of an intangible service was particularly
appealing.
Use Context/Requirements Specification
Based upon existing research into touch-points, the needs of
cross-functional teams and card-based tools, the project therefore
developed a card-based tool to assist with the following seven
goals:
Team building for cross functional teams:
1. To build a common understanding of touch-points and their
role as part of a holistic service design.
2. To assist with team cohesiveness, team culture and mutual
respect within the team for different disciplines and views.
Analysis and mapping:
3. To gain an overview of the multiple touch-points used during
the customer journey.
4. To identify critical touch-points during the customer journey.
5. To understand the limitations and possibilities of each touch-
point that the company utilised.
6. To identify who is responsible for design, development and
maintenance of each touch-point.
Idea generation:
7. To generate ideas regarding how to innovate through changes
in touch-point usage, design or implementation.