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19
International Journal of Design Vol.5 No.2 2011
S. Clatworthy
The Development Process for the Cards
The development process has been iterative and evolved over the
past three years. Several touch-point workshops have been held
with cross-functional teams from industrial clients. In addition,
student projects working with industrial clients have also utilised
the cards as part of the workshop process.
The cards were initially developed to enrich existing
innovation workshops based upon the touch-point analysis and
mapping. A need was quickly identified during these workshops
to have a checklist or resource bank of possible touch-points
to save time and to reuse knowledge. We found however, that
developing the cards helped further develop the tools, so the tools
and cards developed together. The tools and the cards have been
prototyped several times and improved each time, most recently
during workshops during the Autumn of 2010.
The first cards were images denoting different touch-points.
They were larger (ca. 15x15cm) and placed on foam-board. This
made them tangible elements that were easy to handle and share;
they were a strong improvement on post-it notes. However we
found two problems with them. Firstly, they were too large and
unwieldy when many touch-points were being grouped, simply
taking up too much space on a table or a wall. Secondly, it
was unclear from some of the images which touch point they
represented - the images were ambiguous.
The second cards were made as an innovation game for
one of the industrial partners in the project. The intention was to
identify touch-points specifically for lottery and betting contexts.
This time the cards were of normal playing card size. We found
that the size worked well for the game context, and was a size
that worked both on tables and on walls when used for group
work. In the images, we attempted to show both the touch-point
and the use context. This caused two types of confusion. Firstly,
ambiguity of some images caused confusion, similar to the first
series. Secondly, the association to context made it difficult to
distinguish between the object in the images as a touch-point
(for example a glass) or the context being a touch-point (a bar).
This confusion raised questions within the group during group
processes and transferred focus from the innovation process to
discussion of card meaning. Although not a significant problem, it
interrupted the flow of conversation.
During development of the third and present set of cards,
the project leader and designers discussed the issue of confusion
and multiple interpretations. This led to two decisions, the first
being that we would put the name of the touch-point on the card.
This enabled a quick recognition of the touch-point, and together
with the image, presented an unambiguous representation. This
led to a discussion regarding the choice of images for the cards and
the usage of the cards themselves. Were they to be abstracted and
inspirational for idea generation in themselves, or should they be
concrete representations of the touch-points? Our second decision
was to make them as clearly descriptive and concrete as possible
based upon the confusion earlier reported. This eliminated the
Figure 1. The first cards were images of individual touch-
points and fairly large.
Their tangibility was good, but they
were too large when mapping complex service systems
involving many touch-points. They were also difficult to hold,
group and manipulate by hand.
Figure 2. The second series of cards were playing card size
and incorporated into a game.
They included more contextual
information about the cards by showing the touch-point in its
natural place of use.