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Empathic Design. And Design Thinking. Empathic Design. Introduction What is ‘Empathic Design’ The Whole Product Model The Kano Model Summary. Empathic Design. What is ‘Empathic Design’
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Empathic Design And Design Thinking.
Empathic Design • Introduction • What is ‘Empathic Design’ • The Whole Product Model • The Kano Model • Summary
Empathic Design What is ‘Empathic Design’ Delighting customers is vital requirement for survival within today’s unpredictable marketplace. Products must now appeal at the ‘emotional’ level, surprising them by giving them things they never knew they needed.
Empathic Design What is ‘Empathic Design’ Even the most talented product designer would be wise to use customers and users as a source of inspiration, however customers often find it hard to tell designers what will excite them about products in the future.
Empathic Design What is ‘Empathic Design’ Empathic design encompasses a variety of techniques that are participatory, in-depth and qualitative in nature. The aim is to equip designers with uncaptured customer information that helps to stimulate innovation and differentiate their product and to ‘delight’ customers.
Empathic Design The Whole Product Model It allows a more comprehensive conception of a product, one which incorporates elements ‘beyond’ its technical capabilities. Why? - product differentiation deteriorates over time; and many customers rank ‘intangibles’ as equally as important.
Empathic Design Core Expected Augmented Potential The Whole Product Model
Empathic Design • Core Elements: The absolute minimum elements a product must have. For instance a car must have an engine & wheels. • Expected Elements: Those elements which the customers expect the product to have. For example – a car is expected to have a radio and intermittent windscreen wipers.
Empathic Design • Augmented Elements: Which further differentiate the product, such as Volvo’s side impact air bags, or Nissan’s 6 year corrosion warranty. • Potential Elements: Often intangible, but give added value – the feeling of driving a Mercedes or ‘above everyone else’ in a Land Rover Discovery.
Good examples.. • Core elements
Augmented elements Consumer is temped to give their I-Pod unique/additional features etc.
Empathic Design As a market matures, expected and augmented elements become core elements. For example, intermittent windscreen wipers, originally for lorries, became an extra for the car market, and now seen as a Core element. Airbags, first an optional extra became standard and now everywhere. These elements often effect price..
Empathic Design An Extremely Brief History! The Kano Model: was formally introduced to the world in 1982 by Professor Noriaki Kano of Tokyo Rika University. The paper was called “Attractive Quality and Must-Be Quality” at the 12th Annual Meeting of the Japan Society of Quality Control.
Empathic Design Delight Excitement Low High Level of achievement Basic Performance Dissatisfaction The Kano Model
Empathic Design The Kano Model The Model shows that customer responses can be classified into 3 types: • Basic • Performance • Excitement
Empathic Design Basic: For example, when going for a meal, the customer expects there to be a place setting. If there isn’t one the customer will be dissatisfied. If there is one, no credit will be given – because there is supposed to be one!
Empathic Design Performance: The customer expects their order to be taken promptly, accurately and the food delivered in reasonable time. The better the restaurant meets these needs, the more satisfied the customer is!
Empathic Design Excitement: Excitement is generated because the customer received some feature that they did not expect. That is to say the restaurant providing free champagne “on the house”.
Empathic Design Summary Competitive products must flawlessly execute all three types. Meeting customer needs provides the foundation for removing dissatisfaction. Exceeding the customers performance expectations creates competitive advantage.
Quick Break.. • Grab a drink, back in 10 mins please. • Point of interest: Future phone design concepts from the 1970’s !!!
Psychological influences > There are four principle psychological factors: (1) Motivation (2) Perception (3) Learning (4) Beliefs/Attitudes
Market Segmentation • Human needs and wants are an essential catalyst within the marketing concept. Maslow advocates that there varying levels of need: • Basic Physiological Needs (food, sleep, temperature) • Safety Needs (protection from danger) • The Need for Recognition (love, belonging) • Ego Needs (self esteem, respect from others) • Self-fulfilment (realisation of one's total being, creativity)
Maslow’s Hierarchy of Needs Self Actualisation Esteem Needs Belongingness and Love Needs Safety Needs Physiological needs
Consumer Behaviour • Many consumer purchases are individual. When purchasing a Mars bar a person may make an impulse purchase upon seeing an array of confectionery at a newsagent's counter • However, decision-making can also be made by a group such as a household. In such a situation a number of individuals may interact to influence the purchase decision. Each person may assume a role in the decision-making process. Five roles are outlined below. Each may be taken by parents, children or other members of the buying centre
Buying decision process > This involves focusing on three distinct elements: (1) The buying roles within the decision making unit; (2) The type of buying behaviour; and (3) The decision process
Consumer Behaviour Within the buying process there are five roles: (1) the Initiator (2) the Influencer (3) the Decider (4) the Buyer (5) the Users
Consumer Behaviour • Initiator: the person who begins the process of considering a purchase. Information may be gathered by this person to help the decision • Influencer: the person who attempts to persuade others in the group concerning the outcome of the decision. Influencers typically gather information and attempt to impose their choice criteria on the decision • Decider: the individual with the power and/or financial authority to make the ultimate choice regarding which product to buy
Consumer Behaviour • Buyer: the person who conducts the transaction. The buyer calls the supplier, visits the store, makes the payment and effects delivery • User: the actual consumer/user of the product
Consumer Behaviour • One person may assume multiple roles in the buying group. In a toy purchase, for example, a girl may be the initiator, and attempt to influence her parents, who are the deciders. The girl may be influenced by her sister to buy a different brand. The buyer may be one of the parent who visits the store to purchase the toy and brings it back to the home. Finally, both children may be users of the toy • Although the purchase was for one person, in this example marketers have four opportunities-two children and two parents-to affect the outcome of the purchase decision.
Phases within the buying process > Within the buying process there are a five key phases: (1) Recognition of the problem (2) The search for information involving four distinct sources: - personal sources - public sources - commercial sources - experimental sources (3) Evaluation of alternatives (4) The purchase decision (5) Post-purchase behaviour
The Buying Process > The influencing factors include: the products attributes (price, performance, quality and styling); their relative importance to the consumer; the consumer's perception of each brand's image; and the consumer's utility function for each of the attributes
Design decisions > By understanding the issues related to consumer analysis it is then possible to begin to modify the product offering by: (1) changing the physical product (adding feature/repositioning) (2) changing beliefs about the product (psychological repositioning) (3) changing beliefs about competitors products (competitive depositioning)
Design decisions (4) changing the relative importance of particular attributes - as a product moves through the product life cycle (5) emphasising particular product features previously ignored (6) change buyers' expectations
The notion of product change > The main purpose of the product life cycle is to remind us of three characteristics: (1) that products have a limited life; (2) that profit levels are not constant, but change throughout a products life; and (3) that the product requires different strategies at each stage of the lifecycle (Kotler 1992) > Within the Product Life Cycle a product travels through a series of stages. The ability to mange and react accordingly to these stages determines the success or failure of the product
Standard Product Life Cycle (PLC) Curves • The main implication of the PLC is to avoid having a high proportion of a company's products at the end of their life cycles. Drucker (1963) has established that there are six categories of products which relate to the notion of product elimination: (1) Tomorrow's Breadwinners (2) Today's Breadwinners - yesterday's innovation (3) Products capable of contributing to profit with substantial help (4) Yesterdays Breadwinners (5) Also Ran's (6) Failures
Standard Product Life Cycle (PLC) Curves • The purpose of these categories is to determine which products should be maintained, built upon or eliminated. The PLC also provides valuable information for analytical tools (such as the Boston Matrix and GEC model) • Many of the lifecycle curves indicated are generalised and the shape of curves will vary widely from product area to area and from company to company • It must also be noted that there is nothing fixed about the length of a cycle or the length of its various stages
Standard Product Life Cycle (PLC) Curves • It has been suggested that the length of the cycle is governed by: (1) the rate of technical change (2) the rate of market acceptance (3) the ease of competitive entry
Product Adoption and Consumer Profiles • When a new product is introduced, not everyone adopts it at the same moment. The rate of adoption within the market place has been identified as following a recognisable model • A method of adopter categorisation is thus:
Product Adoption and Consumer Profiles Early Majority Late Majority Early Adopters Laggards Innovators
Product Adoption and Consumer Profiles • Innovators: young educated consumers, profitable risk taking organisations, sometimes category specific • Early Adopters: more mainstream, opinion leaders, need wooing • Early Majority: risk adverse, need reassurance, social pressures • Late Majority: have greater product choice, product possibly mature by now • Laggards (late adopters): possibly older, less well off
Basic buyer analysis.. • What do they buy? • Why do they buy? • Who is involved in buying? • How do they buy? • When do they buy? • Where do they buy?
Competitor Mapping Product Mapping