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Selfless design for
people not technology
Werner Puchert - @weenerdawg!




!
!
!
Attendance Strategy!
Medium-alism!
Creative Endowment
‘Disruptive technology is the
catalyst for change, not the reason’
Brian Solis

Good news is:


Customers want
experiences
Good news is:


Brands want customers
to talk about their
experience
‘Design for an outcome. Thus, what
do we want the consumer to do,
feel and think’
01  Typical ‘digital’ talk

Let’s listen to this…

Brian Featherstonehaugh Global CEO OgilvyOne.
02  Typical ‘digital’ talk

What did you hear?
02  Insight

but something was mentioned a few times…
02  Insight

“Journey”
‘We must design the experience
where the medium becomes the
enabler of the journey and the end
as devised’
03  Example

Let’s buy a pizza
Watch the following
case study, a typical
‘advertising’ award
entry. !
!
I will attempt to strip
away the technology and
share the model that I
believe will enable you to
find similar solutions.!
04  Red Tomato Pizza  Fridge Magnet
Step 1 :!
Understand the ‘consumer’
05  Consumer: Identify what they are thinking, doing and feeling?

Emotional
State
Context

Technology
Step 2 :!
Model the typical journey
06  Back to the Pizza: Tell a story
Changes his mind
drinks a glass of
water and eats and
apple.

Late Night e-TV show and
Bob's feeling a little peckish.

He heads over to the
kitchen and rummages
through a pile of takeout menus.
Yup, his favourite 4 cheeses
pizza, a regular e-TV companion.

User journey

He phones u[ the pizza joint
and places his order after
frustratingly (1) confirming his
mobile number and personal
details …again (2) Repeating
his order twice

He waits 30 minutes on his
favourite couch playing on his
mobile phone.

OR
The Pizza delivery guy rings
the doorbell and he gets his
hands on the awesome
cheesy stash.

Begs his mother to take him
to pick up the tasty dish.
Yeah, he still lives with his
parents.

Chuck Norris Time!

He gets his money and
his change ready in
anticipation.
Step 3 :!
Define the solution with one of
the following three approaches
Route 1:

Enhance
07  Enhance
Changes his mind
drinks a glass of
water and eats and
apple.

Late Night e-TV show and
Bob's feeling a little peckish.

He heads over to the
kitchen and rummages
through a pile of takeout menus.
Yup, his favourite 4 cheeses
pizza, a regular e-TV companion.

He phones u[ the pizza joint
and places his order after
frustratingly (1) confirming his
mobile number and personal
details …again (2) Repeating
his order twice

Enhance

He waits 30 minutes on his
favourite couch playing on his
mobile phone.

OR
The Pizza delivery guy rings
the doorbell and he gets his
hands on the awesome
cheesy stash.

Begs his mother to take him
to pick up the tasty dish.
Yeah, he still lives with his
parents.

Chuck Norris Time!

He gets his money and
his change ready in
anticipation.

A quick win, define the
consumer journey and
find ways to build unique
experiences along the
way. Is there a way to
digitise mundane tasks
along the journey?
Route 2:

Alter
08  Alter
Changes his mind
drinks a glass of
water and eats and
apple.

Late Night e-TV show and
Bob's feeling a little peckish.

He heads over to the
kitchen and rummages
through a pile of takeout menus.
Yup, his favourite 4 cheeses
pizza, a regular e-TV companion.

He phones u[ the pizza joint
and places his order after
frustratingly (1) confirming his
mobile number and personal
details …again (2) Repeating
his order twice

Alter

He waits 30 minutes on his
favourite couch playing on his
mobile phone.

OR
The Pizza delivery guy rings
the doorbell and he gets his
hands on the awesome
cheesy stash.

Begs his mother to take him
to pick up the tasty dish.
Yeah, he still lives with his
parents.

Chuck Norris Time!

He gets his money and
his change ready in
anticipation.

Alter behaviour, the
toughest one! Finding
a way to divert the
consumer from the
existing path and
motivate them to
consider an alternative
outcome.
Route 3:

Shortcut
09  Shortcut
Changes his mind
drinks a glass of
water and eats and
apple.

Late Night e-TV show and
Bob's feeling a little peckish.

He heads over to the
kitchen and rummages
through a pile of takeout menus.
Yup, his favourite 4 cheeses
pizza, a regular e-TV companion.

He phones u[ the pizza joint
and places his order after
frustratingly (1) confirming his
mobile number and personal
details …again (2) Repeating
his order twice

Shortcut

He waits 30 minutes on his
favourite couch playing on his
mobile phone.

OR
The Pizza delivery guy rings
the doorbell and he gets his
hands on the awesome
cheesy stash.

Begs his mother to take him
to pick up the tasty dish.
Yeah, he still lives with his
parents.

Chuck Norris Time!

He gets his money and
his change ready in
anticipation.

Shortcut, the silver
bullet. If you can identify
a way for the consumer
to get from one point in
their consumer journey
with less steps you
have a winner.
09  Shortcut > Example
Changes his mind
drinks a glass of
water and eats and
apple.

Late Night e-TV show and
Bob's feeling a little peckish.

He heads over to the
kitchen and rummages
through a pile of takeout menus.
Yup, his favourite 4 cheeses
pizza, a regular e-TV companion.

He phones u[ the pizza joint
and places his order after
frustratingly (1) confirming his
mobile number and personal
details …again (2) Repeating
his order twice

Shortcut

He waits 30 minutes on his
favourite couch playing on his
mobile phone.

OR
The Pizza delivery guy rings
the doorbell and he gets his
hands on the awesome
cheesy stash.

Begs his mother to take him
to pick up the tasty dish.
Yeah, he still lives with his
parents.

Chuck Norris Time!

He gets his money and
his change ready in
anticipation.

Thus, the fridge magnet
(button), and all the related
technology, enables the
shortcut in our example.
Let’s look at a few more
examples.
13  Creating a shortcut: Searching for a house?
10  Changing behaviour : Small business Saturday
11  Enhancing the journey: Enable sharing
14  Changing behaviour: Tap into nationalism
Headspace!
Journeys + Interaction = Experience
16  Inspiration

Journeys + Interaction = Experience
‘Don’t allow technology to become
a barrier to, or distraction from
creating iconic meaningful
experiences.’
Ad

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Ad

Selfless design for people not technology

  • 1. Selfless design for people not technology Werner Puchert - @weenerdawg! 
 ! ! !
  • 3. ‘Disruptive technology is the catalyst for change, not the reason’ Brian Solis

  • 4. Good news is:
 Customers want experiences
  • 5. Good news is:
 Brands want customers to talk about their experience
  • 6. ‘Design for an outcome. Thus, what do we want the consumer to do, feel and think’
  • 7. 01 Typical ‘digital’ talk Let’s listen to this… Brian Featherstonehaugh Global CEO OgilvyOne.
  • 8. 02 Typical ‘digital’ talk What did you hear?
  • 9. 02 Insight but something was mentioned a few times…
  • 11. ‘We must design the experience where the medium becomes the enabler of the journey and the end as devised’
  • 12. 03 Example Let’s buy a pizza Watch the following case study, a typical ‘advertising’ award entry. ! ! I will attempt to strip away the technology and share the model that I believe will enable you to find similar solutions.!
  • 13. 04 Red Tomato Pizza Fridge Magnet
  • 14. Step 1 :! Understand the ‘consumer’
  • 15. 05 Consumer: Identify what they are thinking, doing and feeling? Emotional State Context Technology
  • 16. Step 2 :! Model the typical journey
  • 17. 06 Back to the Pizza: Tell a story Changes his mind drinks a glass of water and eats and apple. Late Night e-TV show and Bob's feeling a little peckish. He heads over to the kitchen and rummages through a pile of takeout menus. Yup, his favourite 4 cheeses pizza, a regular e-TV companion. User journey He phones u[ the pizza joint and places his order after frustratingly (1) confirming his mobile number and personal details …again (2) Repeating his order twice He waits 30 minutes on his favourite couch playing on his mobile phone. OR The Pizza delivery guy rings the doorbell and he gets his hands on the awesome cheesy stash. Begs his mother to take him to pick up the tasty dish. Yeah, he still lives with his parents. Chuck Norris Time! He gets his money and his change ready in anticipation.
  • 18. Step 3 :! Define the solution with one of the following three approaches
  • 20. 07 Enhance Changes his mind drinks a glass of water and eats and apple. Late Night e-TV show and Bob's feeling a little peckish. He heads over to the kitchen and rummages through a pile of takeout menus. Yup, his favourite 4 cheeses pizza, a regular e-TV companion. He phones u[ the pizza joint and places his order after frustratingly (1) confirming his mobile number and personal details …again (2) Repeating his order twice Enhance He waits 30 minutes on his favourite couch playing on his mobile phone. OR The Pizza delivery guy rings the doorbell and he gets his hands on the awesome cheesy stash. Begs his mother to take him to pick up the tasty dish. Yeah, he still lives with his parents. Chuck Norris Time! He gets his money and his change ready in anticipation. A quick win, define the consumer journey and find ways to build unique experiences along the way. Is there a way to digitise mundane tasks along the journey?
  • 22. 08 Alter Changes his mind drinks a glass of water and eats and apple. Late Night e-TV show and Bob's feeling a little peckish. He heads over to the kitchen and rummages through a pile of takeout menus. Yup, his favourite 4 cheeses pizza, a regular e-TV companion. He phones u[ the pizza joint and places his order after frustratingly (1) confirming his mobile number and personal details …again (2) Repeating his order twice Alter He waits 30 minutes on his favourite couch playing on his mobile phone. OR The Pizza delivery guy rings the doorbell and he gets his hands on the awesome cheesy stash. Begs his mother to take him to pick up the tasty dish. Yeah, he still lives with his parents. Chuck Norris Time! He gets his money and his change ready in anticipation. Alter behaviour, the toughest one! Finding a way to divert the consumer from the existing path and motivate them to consider an alternative outcome.
  • 24. 09 Shortcut Changes his mind drinks a glass of water and eats and apple. Late Night e-TV show and Bob's feeling a little peckish. He heads over to the kitchen and rummages through a pile of takeout menus. Yup, his favourite 4 cheeses pizza, a regular e-TV companion. He phones u[ the pizza joint and places his order after frustratingly (1) confirming his mobile number and personal details …again (2) Repeating his order twice Shortcut He waits 30 minutes on his favourite couch playing on his mobile phone. OR The Pizza delivery guy rings the doorbell and he gets his hands on the awesome cheesy stash. Begs his mother to take him to pick up the tasty dish. Yeah, he still lives with his parents. Chuck Norris Time! He gets his money and his change ready in anticipation. Shortcut, the silver bullet. If you can identify a way for the consumer to get from one point in their consumer journey with less steps you have a winner.
  • 25. 09 Shortcut > Example Changes his mind drinks a glass of water and eats and apple. Late Night e-TV show and Bob's feeling a little peckish. He heads over to the kitchen and rummages through a pile of takeout menus. Yup, his favourite 4 cheeses pizza, a regular e-TV companion. He phones u[ the pizza joint and places his order after frustratingly (1) confirming his mobile number and personal details …again (2) Repeating his order twice Shortcut He waits 30 minutes on his favourite couch playing on his mobile phone. OR The Pizza delivery guy rings the doorbell and he gets his hands on the awesome cheesy stash. Begs his mother to take him to pick up the tasty dish. Yeah, he still lives with his parents. Chuck Norris Time! He gets his money and his change ready in anticipation. Thus, the fridge magnet (button), and all the related technology, enables the shortcut in our example.
  • 26. Let’s look at a few more examples.
  • 27. 13 Creating a shortcut: Searching for a house?
  • 28. 10 Changing behaviour : Small business Saturday
  • 29. 11 Enhancing the journey: Enable sharing
  • 30. 14 Changing behaviour: Tap into nationalism
  • 32. 16 Inspiration Journeys + Interaction = Experience
  • 33. ‘Don’t allow technology to become a barrier to, or distraction from creating iconic meaningful experiences.’