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HUMAN CENTEREDD ES I G N (H C D) D E S I G N S TAG E CONCEPT GUIDE 2 3 Human-Centered Design: Design Phase Concept Guide Purpose of This Guide The purpose of this Design Guide and its sister Design Phase Operations Guide (available Fall 2019) is not to make an exhaustive list of design processes. There are many other works can do that for you, some of which we cite throughout this work. The purpose of this guide is to provide context and some select methods for designing products, services, and systems that will help solve the problems highlighted from your Discovery phase. While the Operations Guide will focus on the How of the making process, this Concept Guide helps you understand the Why behind the How. After learning the Why, you will be able to cross-apply the contents of these Guides to other situations and expanding your understanding of how to grapple with complex problems. Eventually, you may find yourself able to contribute back to this work with original methods of your own making. That, in fact, would be the author’s and sponsors’ greatest measure of success: for you to take what you have learned here and create original work from your learnings. 4 5 Human-Centered Design: Design Phase Concept Guide Participants, Not Users Team Structure Throughout this Guide, we will refer to the people for The Design Phase team should include the team whom we’re designing as participants. This is because members from the Discovery Phase. This team’s the people for whom we’re designing are participating in-depth understanding of the research as well as in the use of the products, services, and systems we their practice in working together will help to ensure design. They might participate by using our products, a successful Design phase that results in a useful, services, and systems in different ways than we positive Delivery and Measure phase experience for intended, adapting them to their own needs, or they the participants and stakeholders. might use them for a while and abandon them. In this way, the participants have an active role in the life cycle of our work. This approach is sometimes called Participatory Design; you can learn about and practice it in detail in Participatory Design, one of the Lab’s If someone from the Discovery Phase isn’t available to join the Design Phase, review the team structure you built based on the guidance on pages 22-31 in the Discovery Phase Operations Guide and evaluate which open enrollment classes. piece you might be missing. More in-depth guidance In contrast, thinking of participants as “users” or in the upcoming Design Phase Operations Guide “customers” sidelines them into simply receiving (available Fall 2019). products, services, and systems. This creates either a supplicant (i.e., please give me the thing or service) or an entitled (e.g., I deserve the thing or service without reservation and in the exact way I want it) orientation. This orientation separates and creates a power imbalance between the leadership stakeholders sponsoring the work, the design teams researching and creating the work, and participants contributing their knowl- on team roles for the Design Phase will be provided If your Design phase will almost certainly require technical expertise that your Discovery team does not have, such as engineering, social work, or graphic design skills, identify and recruit an available and sympathetic expert in that area as soon as possible. By including this person in your core team before you start the design work itself, the team will benefit from edge and voices to the work’s development. their input, and they will be able to invest more deeply In Human-Centered Design, both the designers and realize your product, service, or system vision. the people for whom the designed products, services, and systems are made participate in the design, use, and evaluation processes. Participants are equal to the design team and the leadership stakeholders, and the project as a whole is driven primarily by participants’ input. While the designers create the prototypes or models for solutions to participant needs, they can only create and refine these products, services, and systems through continued collaboration with the participants throughout the design process. in the project than if they were brought in simply to 6 7 Human-Centered Design: Design Phase Concept Guide Table of Contents Purpose of this Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Participants, Not Users . . . . . . . . . . . . . . . . . . . . . . . . . 4 Team Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Human-Centered Design... . . . . . . . . . . . . . . . . . . . . 8-9 HCD Process Cycle . . . . . . . . . . . . . . . . . . . . . . . . . 10-11 Design Phase Principles . . . . . . . . . . . . . . . . . . . . 12-27 Designed Things . . . . . . . . . . . . . . . . . . . . . . . . . . . 28-35 Communicating Ideas Through Design . . . . . . 36-49 Design & Implementation . . . . . . . . . . . . . . . . . . 50-51 What’s Next . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 Thanks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54-55 Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Template Consent Form . . . . . . . . . . . . . . . . . . . . . . . . 57 8 Introduction / HCD Human-Centered Design: Design Phase Concept Guide 9 Human-Centered Design What is HCD? HCD in Practice Human-Centered Design (HCD) is a problem-solving, design-based The HCD approach has already created immense value in advancing public sector missions. For example, discipline that quickly moves ideas for products, services, and systems redesigning USAJOBS, the hub for federal hiring where nearly 1 billion job searches are done annually from concept to prototype so that it can be tested with participants to by over 180 million people, has resulted in a 30% reduction in help desk tickets after the first round of see if it meets their needs. These prototypes are developed with the improvements. Not only does this reflect an easier experience for those involved in the hiring process, people who will ultimately use the product or service, and reflect their this change also creates savings in support costs. values and needs. It requires rigorous qualitative research, directing that research towards the goal of deeply understanding the needs, insights, and emotions of customers. By using Human-Centered Design, we can focus our time, resources, and energy on solutions and innovations that make service delivery effective, easy, and in tune with the emo- HCD and LEAN tions of our participants. HCD and LEAN complement each other. HCD is LEAN based heavily on qualitative research, while LEAN HCD is quantitative. LEAN enacts the first two Es of DESIRABILITY LENS customer experience: Ease and Effectiveness, very The Desirability Lens from the design consultancy IDEO illustrates that Human-Centered Design should focus at the intersection of what customers want (DESIRABLE), what is possible with current means (FEASIBLE), and what can work within constraints (VIABLE). well. HCD also enacts Ease and Effectiveness, DISCOVER DESIGN DELIVER MEASURE EASE but adds the third E, Emotion, into the process, through an understanding of human needs, and identification of the desired experience. The two methods complement each other. HCD helps to define the desired customer experience E F F EC T I V E N E S S E M OT I O N front-stage, and then LEAN can be used to architect HCD involves four phases of sequential work: discovery, design, de- the backstage to deliver on that desired experience. livery, and measurement. HCD is also cyclical. Once a design solution is launched, we measure its effectiveness against initial and intended Human-Centered Design and other qualitative aims, and then we continually tweak it, thus improving the solution research methodologies investigate and help sort over time. HCD recognizes that people and their needs are dynamic HCD allows us to understand the types of experiences participants “What people say, and what people do, and what people say they do are entirely different things.” want from a system, product or service. We refer to their experience -Dr. Margaret Mead, Anthropologist and changing and so our solutions must be dynamic and changing. out the root causes of conflicts like the one above by Dr. Margaret Mead. LEAN and other quantitative methodologies allow for the understanding of current system states and as the “front stage” of the design effort. HCD also helps us craft the the rational correction of mechanical and nonhu- interactions of the people, processes, and technology that create those man inefficiencies in systems. desired experiences. We refer to this behind-the-scenes work as “the back stage” of the design effort. By tending to the front stage and the back stage, HCD allows us to put the customer at the center of our design development. 10 Introduction / HCD Human-Centered Design: Design Phase Concept Guide 11 The HCD Process Cycle HCD Process HCD is a cyclical process with different phases, build qualitative and quantitative measurement with each phase moving between divergent and points into this phase as well. convergent modes of thinking. In Discovery, a team diverges through desk research, then converges on a problem frame, and diverges again when listening to the points of view of the participants. Finally, the Measurement requires that the team and stakeholders not only converge around the collection the data from the measurement points built in the previous sections, but also think divergently The Design phase’s ideation, or idea generation, in their parsing of that data. Divergent thinking requires divergent thinking, then convergence in this phase is also known as interpreting the around a few viable options to prototype and test. data, or creating understanding or meaning from This prototyping and testing also requires that the the data. The data itself will not give the team and team start considering the potential measurement stakeholders insights and direction on where to go points for the designed product or solution. next; the interpretation of data provides those. These measurement points include a spectrum of measuremnets built on both quantitative and qualitative data points. This will allow the design team and stakeholders to gain a robust evaluation the product or service, once it has been deployed. HCD Phases: A Breakdown At each stage, the team is aware that a return to Discovery Deliver a previous stage might be necessary. The HCD This Design Guide series began with the Discovery After prototyping and testing, public sector design phase. Both Concept (why) and Operations (how) teams typically work with implementation teams guides are available for this research-focused and other stakeholders to create a small pilot and phase. To review, in the Discovery phase, teams test the logistical needs around the launch of the participate in research to gather participants’ and product, system, or service the team has designed. stakeholders’ perspectives and experiences in that The teams should build into the delivery process frame, synthesize the results of that gathering, and mechanisms to gather feedback on the product, define possible parameters for the Design phase. service, or system once it has been in the hands process is not strictly linear, progressing from one stage to another; it is subject to informed and intentional revision at all points, which gives it its Delivery includes divergence around modes of cyclical nature. The balance between when to move delivery and collaboration with implementation forward and when to revise is sometimes a tough teams, then convergence around an workable one to strike, but through practice and mentorship model. The creation of measurement points also through this process, practitioners can refine their exist in this phase. Since the delivery of and access instincts for when this balance point is struck, and to a product or service is an integral part of that when it feels like a project might need to re-cycle product’s or service’s success, the team should through a phase again. Design of participants for stipulated amounts of time. Creating these mechanisms will feed into the success of the next phase, Measure. With your insights gathered and opportunities defined, teams enter the Design phase. This phase is characterized by working through design ideas Measure and building models, also called prototypes, of In the Measure phase, the design team should be design solutions. Instead of trying to make the first part of gathering quantitative and qualitative data version of a design perfect, the team will prior- to learn if the goals and expectations of your work itize iteration, testing, and making incremental are being met. When applied, this data will help refinements. Build, test and repeat. As the team improve your design. and stakeholders converge around a best product or service solution, refinements can be made to start moving towards a product, system, or service that will be the team’s final deliverable. 12 Human-Centered Design: Discovery Stage Field Guide Discovery Stage Research Cycle / Before / Brief and Frame 13 Design Phase Principles Design teams frequently create a set of guiding principles for their projects’ Design Phases. These principles help teams maintain alignment with the key learnings from the Discovery Phase. Below, find a set of global What are the things we design in the government? design principles. These principles, alongside those that you might create for your specific project, will help ensure that the designed product, service, or solution that your team develops embodies the perspectives The government does not have a product or product products, services, or systems require a design and needs of your current and potential participants. suite that it sells, and it does not package a variety process — and that process is more impactful when of services or systems to sell at a profit, as private it is conscious, careful, and intentional, or not. companies do. For this reason, you might be asking 1. Getting to Simple is Hard yourself, “Well, what designs does the public sector actually need? Why do we need design in the government, anyway?”. In fact, the public sector 2. No Solitary Geniuses constantly designs products, services, and systems. Just because they’re not offered for sale does not mean that they don’t exist or aren’t, in fact “real” 3. In Their Shoes 4. Consider Potential Change products and services. They just function for public 7. Serve Everyone and Define Your Audience 8. Wait for the Right Opportunity 9. Designs Have a Life Cycle single entities (often with multiple manifestations, such as military uniforms), they are also often integral parts of designed services and systems. Products may be stand-alone items, but services and systems are more complicated designed things because they always include more facets. Traditionally, public sector products, services, and As an example, consider the National Parks System. systems were designed largely from a policy angle. Policy makers and subject matter experts would were needed. More recently, however, government entities have realized that harnessing the power of design-specific methodologies like Human-Cen- 6. Plan For Long Term Use exclusive entities. While products are most often service instead of for commercial offerings. look at data and create the items they believed 5. Value New Participants Products, services, and systems are not mutually tered Design and specialized design practitioners can result in more effective and more sustainable First, its name includes “system” , but “system” as used in its name indicates that it is a group of parks that form a network of protected geographical areas and historical monuments. As a designed thing, the National Park System is a system including an over-arching, large-scale service of maintaining parkland that is supported by many different component parts. The single entity product and service solutions. called the National Parks System includes multiple So what are some public sector designs? Examples do most services and systems. One may think of of public service product design include drivers’ the National Parks System as just a bunch of open licenses, building permit applications, and in- air maintained by the Department of Interior, but terstate signage, while examples of public sector the system’s component services include wilder- service design include the system of free school ness preservation services, scientific research lunch distribution, the Medicare system, and the opportunities, natural resource maintenance, and National Park System. Each of these examples has historical preservation. Some of its component roots in laws, policies, and initiatives from legisla- products include signage, websites, apps, uniforms, tures, agencies, and other government bodies, but housing, and many others. We discuss this further growing the ideas from their roots into functional in the Products & Services section. products, services, and systems within itself, as 14 15 Human-Centered Design: Design Phase Concept Guide Design Phase Principles PURPOSE These explanations of the design principles outlined previously should help you contextualize why the authors of this Guide have selected these principles as items to keep top-of-mind during your design phase. This section should also act as a reference throughout your design process. Simple is Hard Case In Point Team 1. Getting to Simple is Hard The Semester Model as a Rational Time 2. In Their Shoes Constraint If you’ve heard the old saying “it takes all kinds “How long will this take?” has to be one of the most terrifying questions any designer will be asked when embarking on the design phase. The simple answer: one can’t know — but rational time constraints can be useful. What we do know, from years of experience and many, INTRODUCTION The Global Design Phase principles are a high-level, project-type-agnostic means of defining Design-phase work. They allow us as designers and design teams to constantly align our designs to the needs and desires of our audience and are applicable across the fields for which we design in the Public Sector. As teams create and iterate during the Design phase, they run the risk of losing touch with the urgency of the needs and values expressed by participants during the Discovery phase. Having a set of guiding principles gives design teams the parameters they need to constantly reference participants’ needs and perspectives as the design phase proceeds. many design case studies, is that getting to a simple, easy-to-understand, and useful solution to any design problem is the result of many rounds of iteration, problem-solving, and testing. Leadership and clients should not expect a design solution to be completely finished in a month, especially if the team is working on multiple projects either together or apart, but defining the term of the design phase rationally can help the phase move along. Making Decisions A successful design phase requires the team to make a lot of decisions. Some of these include: what to design, how to make a model or prototype of it, who to test with, how to test it, how to get on those peoples’ calendars, how long to wait before finding other people to test with, how to integrate their feedback, and how to move through iterations on that feedback. This process can be anxiety-inducing, as it means the design won’t meet all the needs of all the participants. This decision-making is, REFERENCES however, necessary. What a design team is trying to do is to make a precisely useful solution for a precise problem, not to make a large, unwieldy solution that tries (and fails) to solve all the problems Additional Research Methods Other resources for design principles can be found from the following groups and resources: • • • • 18F Methods NYC Civic Service Design Group: Tools & Tactics UK Design Group Case Studies The Book Apart Series, specifically Design for Real Life by Eric Meyer & Sara Wachter-Boettcher encountered by the participants. to make the world go ‘round,” then you know what We will go further into the details of scheduling this principle is about. Designing for those unlike a design phase in the Design Phase Operations yourselves depends on the practices of empathy. Guide, but for now, one useful rule of thumb is Practicing empathy means creating designs that based on a very familiar time unit, the aca- will work for the participants. demic semester. The Semester Model can also be compared to “Epics” in the Agile process*. The word “empathy” is often used in the design These timelines generally consists of twelve circles to describe an ideal emotional state between to fifteen weeks of continuous work. Graduate designers and participants in which the designers thesis-level design projects typically an entire have so deeply learned about the participants’ semester with students primarily working on experience with a product, service, system, or their own or with a tight team and focusing on lack thereof, that they can, as nearly as possible, nothing else. If your team meets the criteria of stand the shoes of the participants themselves. tightly working together and narrowly focusing Practicing this emotional intelligence during the on the immediate task of product, service, or Design phase allows designers to create solutions system development, then a semester (12 - 15 for people whose experiences they may never have, weeks) might be a good timeline for producing but with whom they can empathize successfully design work that has been developed through codesign new or evolved products, services, and an iterative process and tested with either one systems that improve participants’ future experi- or two rounds of partcipants, depending on ences. how easy it is to schedule time with them. At 12 weeks, you can reasonably be able to offer your leadership and stakeholders a (hopefully brief) report on your design phase, including iterations and testing, and plan to move into secondary testing and piloting. More on this process in the Feedback section. The team has practiced empathy throughout the Discovery phase during Interviews (Discovery Phase Concept Guide, pages 16 - 21). As you move deeper into design, remember that deep empathy or sympathy you developed. Lean on that while iterating in order to design for your participants, even if they are widely different from yourselves. 16 17 Human-Centered Design: Design Phase Concept Guide WHY HAVE DESIGN PHASE PRINCIPLES? Case In Point VEO and Transitioning Veterans Project Level Principles In addition to these global design principles, individual teams team might consider creating a set of guiding principles tailored to the specific project on which they’re working. For example, if the design idea is to create a knowledge sharing repository for a department, a principle of the design phase could be to center the design of the repository’s submission structure on how the department members want to submit articles and notes, not how it would be easiest to build from a technical standpoint. Case In Point The myth of a solitary genius solving a huge Global Principles Principles help teams maintain focus on their main objective while throughout a multi-parted, challenging design process. For this reason, design teams frequently create a set of guiding principles for their projects at the start of their design phase. These principles can be derived from the Opportunity spaces identified at the end of the Discovery phase. They encompass the main learnings from the participants in the Discovery phase; they are not tactical rules and guidance for the team. 3. No Solitary Geniuses The VA Welcome Kit is one example of using empathy to design better experiences. Through hundreds of interviews with veterans, administrators, and service providers, the Veterans Experience Office has been able to organize these varied offerings, opportunities, and earned benefits into a single, well-designed problem no one else could solve is largely just that — a myth. Although CEOs, sports team leaders, and award-winners tend to get public credit, none of those people achieve their goals without the consistent, robust support and help of a variety of other people. NASA’s Mars Rover When the NASA undertook to land research robots called rovers on planet Mars, no one person accomplished the task. Not even one leader can take credit. Instead, to land and operate a rover successfully on Mars, NASA assembled informational package. Through intensive research with veterans The same holds true in design. Although design multiple teams of flight and mechanical engi- and a value and practice of co-design during the Design phase, clusters around a few big names, like Frank Gehry, neers, physicists, rocket scientists, designers, the Welcome Kit improves veterans’ understanding of available an architect, Jonathon Ive, an industrial designer project managers, finance specialists, and services and benefits in the large VA system. Using plain language, at Apple, Inc, and Miuccia Prada, a fashion de- others to take on the task. the Kit strives to bring together the myriad phone numbers, signer, all of these people have teams with which registrations, and options a veteran has upon entering VA into a they work, and no of them designs in a vacuum. consistent, readable, and modern layout. To design it, VEO spent Working in teams allows organizations to utilize a year speaking and co-designing with veterans to understand the unique backgrounds, training, and natural and empathize with their confusion regarding benefits and talents of a variety of people. In the same way that services during transition. Building this empathy meant VEO sent design teams go out and talk to participants during employees and designers to all parts of the United States to talk to Discovery, they also work as teams that espouse veterans about that experience. What this research found was that multiple disciplines. This allows design teams to veterans bring a range of readinness for civilian life to their period hear multiple points during the making phase, in of transition from the military, but that VA could do a lot better to the same way they heard multiple points of view smooth that path with consistent, consumable direction regarding during the Discovery phase. During the development process, those teams engaged with the geologists, weather scientists, chemists, and others who needed their instruments sent to Mars to perform the ground-breaking research. When the first rover landed and started collecting that information, everyone knew they had contributed to making that happen. This culture of interdisciplinary collaboration at NASA has characterized their workflow since they were established in 1958. the VA organization. This is not to say that collaboration is always Using this information, the team designed the VA Welcome Kit, interdisciplinary teams bring to the larger now in use across VA. The Welcome Kit research and design teams mission is understood and highly valued. This used empathy to engage with veterans about their experiences. same logic holds throughout agencies and The teams came to understand at a minute level veterans’ feelings missions in the public space; working in teams of confusion and frustration with VA. The teams synthesize those allows us to be more effective and have lon- learnings into the VA Welcome Kit and tested the product exten- ger-term, positive impact on our core missions sively with veterans across the country to ensure its utility. In this than working in single-discipline silos. way, VEO stepped into the shoes of their product participants in order to improve their earliest experiences of VA. VA’s Welcome Kit teams engaged empathetically with, not designed authoritatively for, veterans across the VA system. easy or seamless, but that the value that those 18 19 Human-Centered Design: Design Phase Concept Guide DEFINING TERMS In this Guide series’ usage, we define participants and stakeholders in the following ways: participants are people who work with a product, service, or system in the course of their normal public usage or workflows, such as entering information on a website page or pages or processing that information inside the organization. stakeholders are people who may not use the product, service, or system directly but are responsible for administering those who do use it, approving funding for its development and maintenance, and understanding the greater organization in which it functions. Participants Case In Point 4. Consider potential change US Postal Service Package Delivery In stakeholders The design process strives to include all possible participants and stakeholders* in the Discovery phase. The thinking is that, if teams talk to all the people who work with a product, service, or system as participants as well as all those who administer, approve, or oversee it as leadership stakeholders and design with them, then the end result of the work serve the needs of all those people. A well-designed product or service continues to be useful even as circumstances around it may dramatically change. Back in 1775, the creators of the US Postal Service could not foresee that delivery planes, trains, and trucks would one day replace wagons and horses as the way of getting packages from here to there. Technology has radically changed, but the core service offered by the US Post Office remains relevant today, espe- However, the new services that characterize current package services, like flat rate boxes and weekend delivery, cause a need for the consideration and design for other changes within the USPS itself. For example, in the age of Sunday delivery, how is personnel distributed and yet labor contracts still honored? How might an unexpected glut of packages coming from one USPS site be absorbed into the delivery system quickly and efficiently? Whenever a public-facing feature is As we know, the ideal is to codesign solutions with everyone involved. cially as the number of packages sent continues Through having open conversations in safe spaces, design teams hope to increase. added, all these questions and many more have to solution(s) before they go to implementation. In reality, sometimes In fact, much of the boom in online retail could the types of changes that teams must consider those open conversations don’t happen often enough, or anxieties not have occurred without a reliable, low cost when creating new products, services, or systems about potential flaws go unsaid. Design teams must champion the shipping infrastructure already in place. From in the context of large-scale organizations. One need for access and time with participants throughout the design small, single-person shops to industry giants like change is rarely one change; in an organization phase as well as continue their empathetic listening from the Discov- Amazon, the US Postal Services’ package delivery of any size, considering the potential changes ery phase during those conversations to hear anxieties or concerns has allowed businesses of all sizes to engage in to workflow, personnel, et cetera, that will have that might be hesitantly offered. digital interactions that result in three dimen- to occur to support a new or evolved system is a sional goods showing up at customers’ doors. This crucial task of the design team. to hear the flaws in designs and revise the product(s), service(s), or In workflow increase in scale, however, has not been without As they move through the design phase, teams need to evaluate how its challenges. be designed for inside the organization. These are the proposed solution might change the workflow or unduly increase the workload for any of these groups. Teams can do this through talking with these impacted groups as the process goes on, testing 5. Value new participants with them, and listening to anxieties about being expected to do more And design for the newest-newbies with no more time allowances or, conversely, with being cut out of Your design does not exist in a vacuum. It will access or workflows they may see as key to their work. Finding these be integrated into an ecosystem of processes, participants might seem difficult, but talk to your primary partici- all of which have their primary participants and pants to find out who they think might be touched by these changes, stakeholders. For this reason, it is important to contact those groups, and set up testing with them. understand and anticipate the role of new partici- the organization. When the team is creating an entirely new product to offer to veterans, or a new system for school administrators to talk to one another, then everyone will be a new participant. Keep in mind, however, that new participants also come from inside the organization. Whoever pants in the your proposed designs. will distribute or administer that new product is New participants are people who are entirely fresh consideration of their current workload will all to the process, either from the public or from inside need to be addressed. a new participant. Introductions, training, and a 20 21 Human Centered Design: Discovery Stage Field Guide Public Sector Design Case In Point USAJOBS The USA Jobs website is well-known to many federal employees. Through this jobs application portal, one can find a position that fits with a desired career path, background, employment the hiring process. In addition, unless someone explicitly reached out to them, they had no way Case In Point of knowing whether their application was still Building Resilient Buildings: The New Orleans moving through the system or if they had been dropped from consideration. VA Medical Center the past, this site has been run by the federal These pain points were considered during the talking about Hurricane Katrina in 2005. The government as well as by private entities, but massive redesign of the site from 2015-2018. citizens of that famous city speak of “before it has never gotten good reviews, either from Although still reflective of a maddeningly the storm” and “after the storm” as markers new or experienced participants, in terms of byzantine hiring path, both applicants and of time and radical change. Katrina flooded experience or usability. hiring managers are now able to interact the 50-year-old VA Medical Center (VAMC) in through a more modern, transparent system. New Orleans, ultimately shutting it down and This improvement was made possible by causing suffering to some of the city’s most constant testing both with new and experienced vulnerable residents. preference, and General Services level. In Navigating the site required participants to understand multiple points about their employment opportunities that they might only know if they had already had experience with federal employment. Even if applicants did have previous understanding of the federal hiring system, the site’s structure made it almost impossible to understand if they had successfully applied for a job or not. Applicants had no visibility into where their application was in In talking about New Orleans, one cannot avoid participants as alternations to the site design In 2016, the city reopened its VA Medical Center. were proposed and built. No feature of this site appeared to the public without hearing from In building this new facility, VA and its partners participants about their experience with it. 6. Plan for Long Term Use This sort of large-scale change is possible only Differences in Need stead of chalking it up on a once-in-a-century Design in the Public Sector can seem a slower, more and flooding even, the building features bed complicated affair than its Private Sector coun- capacity for housing people through electrical terpart. However, each sector has its own unique outages and has a boat landing on the second values and pressures, terms to fulfill, and spaces floor. The planners anticipated that the build- to explore. While the Private Sector is pressured ing might be in use for another 50 years, and by a constant need for increasing profit and the that those 50 years are full of unknowns. The short-term thinking that such a challenge requires, result is a facility that works not only for the the Public Sector must respond to and support the current healthcare of the approximately 70,000 public through the long life spans we now enjoy, veterans in the Gulf Coast region, but also the which means nurturing ideas that support plan- community surrounding the facility itself and ning ahead for decades of growth and change. that community’s potential, critical needs. through a long-term commitment to change that is paired with a constant return to focus on the participants themselves. chose to plan for more storms like Katrina, inevent. In order to plan for other violent storms 22 23 Human-Centered Design: Design Phase Concept Guide 7. Serve Everyone; Define Your Audience Case In Point Public Sector Design means planning for all groups affected by the VA’s Patient Advocacy Tracking System (PATS) hospital, the research undertaken by VEO and products, services, and systems we design. It is also inherent to The Patient Advocacy Tracking System (PATS) The Lab showed that those service lines would our work that we make sure that groups of differing abilities, back- is not a glamorous software product. At its not necessarily be able to take on this task grounds, worldviews, ages, and practices are all able to access what core, it is a data-entry system used by Patient in addition to their normal medical work. In Public Sector designers create. This means that the groups needed for Advocates, who are non-clinical service pro- response to this research, the team decided to research and testing are massive, but that need must be addressed if viders in VA Medical Centers. But its function is design the system for the needs of the Patient we want to be sure that tour designs are useful and usable. incredibly important: to record complaints and Advocates themselves, because they touch the compliments veterans have while navigating system most often and would, according to the VA Medical Centers (VAMCs) and to track the research, would continue to manage the reso- paths to their resolutions and the paths of lution process, and were willing to work more compliments through to their dissemination. closely with the medical lines to enact the new The numbers generated by the PATS system procedures as needed in the future. Precision; not Exclusion Due to this massive potential audience, design in the public sector can be intimidating. To get it right, to include everyone, to consider all the angles, are all pressures design teams feel throughout the design process. How, then, can a team effectively design for such a massive number of people as the entire public? To be successful, teams must proactively and explicitly define the audiences for their work. An important distinction here is precision in the audience definition the product, service, or system being designed, not exclusion of audiences to design. Design teams in the public sector have to be fair and inclusive of all people, but if a design tries to solve problems for multiple, overlapping groups, it runs the risk of not functioning well for anyone. This means making designs that address precise problems for precise audiences, so teams solve problems well and thoroughly. During the Discovery phase, design teams define their audiences through the problem-framing process. In the Design phase, teams may need to redefine their audience to a more precise scope, as the team ideates product, service, and system solutions based on the opportunities they identified in the Synthesis portion of Discovery. This means acknowledging a diverse audience set, but designing for a precise group within that audience so that the product, service, or system solution functions well and, ideally, will clear the path for other design solutions to be made for the adjacent audience groups. are vital to the medical centers as a dataset, but those numbers, configured in various ways, return different results according to the audience’s values, assumptions and biases. For example, administrators use PATS to track performance; medical professionals use PATS to gather insights into how veterans and caregivers perceive their care, and Patient Advocates themselves, who are charged with keeping all the numbers on the reactions of veterans to their care. Given this diverse group, should the software attempt to answer all their questions and needs, or should it focus on working best for one set of participants? And, if for one set, whose values should be most supported in a For this reason, the software interface The Lab designed focuses on the needs of the Patient Advocates in their daily work: a large, open text box for notes; search by name and last four digits of social security numbers, and the ability to have multiple cases open at the same time. While the system will still allow healthcare providers to access complaints and compliments and be part of the process, and it will still allow administrators to pull performance numbers, it answers the needs of the audience that interacts with it most often - the Patient Advocates. Because of this, the design team chose the Patient Advocates as redesign? the primary design audience for this work. The In preparing for just such a redesign, the they need from the system, but the system is Veterans Experience Office and The Lab part- designed primarily around Patient Advocates’ nered to parse the data and define the audience. needs, as the primary participants in it. In While part of the redesign effort was supposed this way, the PATS redesign is an example of to include an expansion of the resolution supporting multiple participants, but highly process to the different medical departments, defining one’s primary audience. also known as Service Lines, within a VA system would allow other audiences to get what 24 25 Human Centered Design: Discovery Stage Field Guide Design for Change Case In Point The Design phase requires much energy and effort their needs. in order to reach the goal of usable products, Good ideas, based in strong research, however, In 2017, the Veterans Experience Office have a long shelf life. Better than trying to execute undertook a focused project in rural, upstate on all the ideas your team has come up with, focus New York to try to understand and address the in on the one that you can do well and thoroughly, issue of suicide among rural veterans. A team and wait for the right opportunity to execute on one of four VEO people and a Lab team member or some of the others. Note all your design ideas in worked for months to connect with private and your project documentation, outlining their con- VA healthcare providers and Veteran Service nection to your research. If possible, share them Organizations in addition to local, county, and with other teams who might be able to design for state organizations in order to understand them. But avoid taking on the development of more the nature of veteran suicide in the area and than one design idea at a time. Your project has a what was being done to prevent it. In August of greater potential for success if you allow the team 2017, the team presented its findings to both to focus on developing designs for a single idea. the VA’s Office of Suicide Prevention as well as services, and systems. It sometimes seems as though teams must make all the right decisions or get everything perfect before launch is possible. It’s important to remember that no design is permanent; everything will need to change, will have to flex, and will ultimately be succeeded by something that is hopefully more useful and more delightful than the thing originally designed. To prepare for this and to build in space for flexibility and change, many design teams work as though they are always in an interactive loop: constantly designing, testing, delivering, and measuring designs they know aren’t perfect but are getting Veteran Suicide Prevention to leaders in the Veterans Integrated Service closer and closer to a perceived ideal. This state can Once the initial design phase is complete, the team last months or even years, and setting up designs can always go back to the additional ideas. If the to undergo it is an important part of the design research was done thoroughly and with excellent phase process. documentation, those ideas will almost certainly The team provided multiple design ideas that still be pertinent. You might even be able to update could be pursued to forward the work already them, given the work you have done in your first being done in VISN 2 and to scale the best design phase. And in the meantime, circumstances practices from the area to other rural areas might have developed that create opportunities for experiencing similar veteran suicide crises. The design ideas that might have previously not been solutions were divided into two groups, Imme- feasible to now be more realistic. In this way, for diately Actionables and Need More Research, the good of your design phase, focus on the design to give VEO leadership an idea of how the team ideas you can most reasonably execute immedi- might proceed immediately and in the medium ately, never leaving behind your other ideas, but term. Disappointingly, the team did not get the putting them on the back burner until you either go-ahead to pursue their Immediately Action- have time, resources, or a better opportunity to ables, and the design phase seemed to whither. address them. In the face of the VEO reorganization, the team 8. Wait for the Right Opportunity As was said before, the design phase is about making decisions. Almost always you will find yourself having to leave behind what you and the team are certain are desirable, feasible design ideas in order to pursue one of those ideas that is more desireable or feasible. This can feel difficult. You might even feel as if you are not fulfilling the needs of your participants, and therefore not fulfilling your project mandate, because you are not meeting all Network (VISN) 2, which covers New York and New Jersey. was broken up into different areas of specialty, and the discovery research seemed destined to gather dust. The research, however, was rigorous and sound. A calendar year later, the Centers for Disease Control (CDC) approached The Lab with an audacious idea: apply Human-Centered Design to the problem of suicide among veterans who do not access Veterans Health Admininstration (VHA) healthcare. Suddenly, the research from that New York State project had new life. It became part of the literature review for the CDC’s project. The Immediately Actionables shed light on the needs of healthcare providers in rural areas specifically, while the Needs More Research ideas fed into the direction of the CDC Discovery Phase. Although not a perfect one-to-one use of the New York State project’s findings, the CDC project built upon the previous work in a meaningful way. Currently, the CDC project is itself entering the design phase, and, with one design solution already funded, the team has hopes for the funding of others. So, although a Design Phase opportunity for the New York State research did not present itself, because it was rigorously done and well articulated, it was immediately useful when opportunities for its use arose in another forum. 26 27 Human-Centered Design: Design Phase Concept Guide 9. Designs Have a Life Cycle Creating new work and sharing it with the world is exciting (and frightening); that is doubtless. Through the long, hard Discovery Phase, through all the meetings where the team had to “sell” their vision, through all the emails flying back and forth between the Design and Implementation teams, a lot of work goes into realizing a new product, service, or system. There is a pride, a irrecoverable cost, and an emotional association inherent to a designed thing, but that doesn’t mean the thing has to continue to be owned or exercised by the original team or department that created it. Products, services, and systems have life cycles, both natural and imposed, usually relative to the amount of time that it takes to build a thing. This idea might feel odd or painful. After all, why go through all the work getting your work into the world if you’re already thinking of how it might exit it? We are not taught how to do this; as organizations, we largely do not talk about letting go or taking apart. Instead, when designed products, systems, or services become dysfunctional, we often blame the people who administer them, or we argue that the dysfunction is simply how things are. However, these are not usually accurate reasons; they are ways to avoid the potential pain of change. Humans fight change; it feels dangerous. Not changing, however, holds us back. For this reason, rather than fight natural life cycles, organizations should strive to acknowledge them and move with them. Case In Point Consumer Financial Protection Agency: Policy Sunsets As a new agency, the Consumer Financial design ideas would necessarily take root, and, in Protection Agency (CFPB, established 2011) took response, built in an automatic means by which on the massive task of regulating various types to set those policies aside. of financial entities in the United States. As they scaled quickly, the leadership of CFPB’s Human Capital (Human Resources) office understood that, in the rush of bringing on personnel to address such a broad mission, human capital policies ran the risk of being put into place but never implemented. This might not be because the policies themselves were not good ideas, but, instead, because their intended purpose could have been either subsumed by another, adjacent policy, because the policy did not, in fact, mesh with related policies, or because supportive policies were not pursued. This is clear thinking, although it might seem a bit sad. However, if a solution does not take root, becomes outdated, or is superceded by another solution, that doesn’t mean that the effort going into creating that solution was necessarily wasted. Rather, it means that something has been learned about why things change, about what might cause an idea to not take root, about how and when ideas become outdated, as well as about the natural progression and nature of change, and when and how to allow one idea to supercede another. Instead of keeping design solutions around indefinitely, a better practice For this reason, the Human Capital leadership is to build in an automatic cycle of re-evaluation instituted a “sunset” rule: any policy that had for them, so they can be updated if they can not been implemented within two years of its and need to be, or they can be sunset, with the articulation would be sunset, or dropped, from reasons why they no longer function becoming the agency’s policy books. The assumption was part of the knowledge base for new designs. that any policy that had not gained traction in that time was clearly pretty unnecessary to some people. In this way, CFPB’s Human Capital office understood that not all their policy 28 Human-Centered Design: Design Phase Concept Guide Discovery Stage Research Cycle / Before / Recruitment 29 Designed Things REFERENCES Purpose It’s easy to believe that the thing a design team makes is, in fact, the National Archives on Services “One way to think of [products and services] is from the clients’ point of view. When a client asks “what can you make for me?” they are asking about products; when a client asks “what can you do for me?” they are asking about services. While a product is something that can be measured and counted, a service is less concrete and is the result of the application of skills and expertise towards an identified need.” - National Archives Products “design”. However, the thing that the team makes is simply a physical expression of the nuanced, well-informed, and carefully constructed Products are defined by economists as made, or More broadly than the National Archives’ definition design ideas that the team has formed through the process of Dis- manufactured, objects, typically created in a factory highlighted in the previous section, economists as covery and Design. In other words, it’s exciting to create new things setting. They tend to be single-instance interac- a group define products quite literally as something from the research you have enacted, and to test that thing with tions between buyer and seller. If you go to a coffee you “can drop on your foot” , and they’re not joking. participants, and launch it into the world, but that thing must adhere shop and buy a coffee every day, each purchase of This definition, while appropriate, does not address to needs found in Discovery and be constrained by the Opportunities that coffee is a new event; the coffee is the product, some of the most important current products we found during Synthesis. and the product is new every time you buy it. interact with every day: digital products. Whatever the Opportunities your team identified, in the public sector, you will most likely design a product, service, system, or a pantheon of those items. This product, service, or system is the expression of your design ideas. Drawing from your design ideas, defining what the item you will design, or what items to design in what order, is a crucial decision. To help you parse your options, this section provides a broad outline of the ways in which products, services, and systems differ. It also highlights a few of the points at which products and services specifically are dependent upon each other and where and how the two might intertwine. As you read through this section, consider your Opportunities through the lens of product versus service versus system. Do some of them definitely speak to being expressed as one of these designed things? P Sun P Mon Might some of their possible designed outcomes be a combination? Is it still unclear for some? P P P Tue Wed Thu P Fri Sat Sun P P 30 31 Human Centered Design: Discovery Stage Field Guide Products-Service Spectrum Products & Services Work Together Like the coffee and coffee shop example above, In order to be able to determine whether a product, many products and services coexist and serve each service, or a combination of the two might be other as different parts of systems. Before further necessary for the project at hand, it’s important to exploring the relationship between these two be able to recognize and categorize some of these concepts, we can further break products into two interactions. In parsing different product—service broad categories: tangible or traditional products, interactions in the public sector, the authors of this and digital products. Guide have come up with three categories: products interfaces: without the interface, the video streaming service might exist, but no one would be able to access it. A good public sector example is New York City’s 311 service, which exists as a call center that routes calls as well as a mobile app. Without the product of the phone line or the app, New York City might offer services for non-emergencies, but New Yorkers would not be able to access them. that set constraints around categories, products Tangible Products Tangible products are the traditional playing field of design and are what most people think of when they think of design in general. Tangible products require manufacturing in some way, and can be used in three dimensional space. In the private sector, they include daily items like phones or bottles, while in the public sector they can be items like driver’s licenses and passports. Digital Products that give access to services, and products that of them with private and public sector examples more parts of life are carried out on computerized below. use everyday like word processing programs, photo sharing applications, or database applications like your contacts lists. Government examples include the digital filing system from the US Patent Office, the USAJobs website, and the Library of Congress’ digital archives. P augment services. Find a brief description of each Digital product design has emerged as more and platforms. Digital products include items you may P P Products that set constraints around services Products like these are used to box in a service so that consumers can use it in pieces or at certain scales. In the private sector, they include items like insurance, which box in insurance services to include a certain package of services on offer at a certain price point. In the public sector, they include things like drivers’ licenses classifications. The service of licensing drivers is the umbrella offering; the classifications allow people to use that service at different levels. For example, CDL drivers are the licensed to pilot a vehicles over a certain number of axles or a certain weight, while a class C license limits the driver to smaller vehicles. P P Products that augment a service Products that augment a service are not necessarily needed to constrain or access the service, but they do make using the service more delightful or easy. A private sector example is a to-go coffee cup: while coffee can always be served in multiple-use cups, to-go cups, whether multiple or single use, create a different way to use a coffee service. A public sector example includes the Welcome Kit from the Department of Veterans Affairs, mentioned in the Principles of Team section previously. While the Welcome Kit is not strictly necessary for accessing all of VA’s services and benefits, it certainly makes those services and benefits easier, more delightful, and is shaping up to show higher rates of navigation success for veterans entering the VA system. P P P Products that give access to services Products like these are necessary to access services. Private sector examples include video streaming P 32 Discovery Stage Research Cycle / Before / Plan Human Centered Design: Discovery Stage Field Guide Services According to economists, services are items that are not manufactured and are typically delivered on-demand. They tend to be ongoing, or things you return to again and again, unlike the single-instance events that characterize products. The touchpoints of the transaction, the culture and community of the coffee shop, are components of the shop’s service, which is ongoing and intangible. 33 Case Study: Human-Centered Design Capacity Building Going back to our coffee shop example, while the coffee you drink is a new product every day, the While the public sector provides many pub- Management Agenda (PMA), Cross-Agency Priority coffee shop provides the ongoing service of stock- lic-facing services, it also provides services to (CAP) Goal of Improving Customer Experience ing, making, and selling coffee. itself in many forms. One of those forms is that of with Federal Services. This program is designed to education and capacity building for the workforce. increase VEO’s capacity to provide HCD support to An example of this type of service is The Lab at VA and provide a framework for other Agencies to OPM and the Veterans Experience Office’s (VEO’s) use as well. As readers of this Guide probably already know, the public sector is, in fact, primarily a service provider. The services of governance, civil and criminal protections, environmental and food safety regulations, and so many others, are the primary reasons for the public sector's existence. Human-Centered Design (HCD) Capacity Building program, established in 2018. In this way, the HCD Capacity Building program This program was a match between The Lab’s mis- provides to another agency (VA). The exchange is sion to provide education and training to all levels comprised of knowledge and practice, and return of government as well as private sector profession- on investment is long-term and strategic. Its als and VEO’s increasing need for human-centered evolution is ongoing, as there is no one-stop-shop design capabilities. for learning a complex practice like design. In order Since its establishment in 2015, VEO has relied almost exclusively on a combination of designs from The Lab at OPM and HCD contract resources to source expertise in applying HCD to solve complex problems. As the designated CX organization in VA, VEO seeks to increase its HCD capacity through this program to deepen VEO’s understanding of Veteran needs and develop innovative tools and solutions to meet those needs. This program also an opportunity for VEO and The Lab at OPM to build an HCD capacity building program that could be leveraged by other Agencies in support of the President’s is an example of a service that one agency (OPM) to support the participants’ development, however, The Lab has articulated a path to “launch” , ie, welcome into the public sector design community, that includes a variety of formal, class-based requirements as well as project-based evaluations. 34 Human-Centered Design: Design Phase Concept Guide USING DIAGRAMS Diagrams like this one are a common application of drawing and visual communication in organizations. They can be used to give form to systems, and that can be useful. Because systems typically don’t have physical, tangible forms, such as this Hiring Paths process or the organizational chart of an office, they can be hard to understand holistically, which in turn limits designers’ ability to intervene at the most effective places. In addition to allowing teams to understand the system in order to intervene in it, diagrams, like references, also help teams get feedback on proposed changes to the system in a concise yet multi-layered way. Diagrams can show loops, forks, simultaneous actions, divergences, convergences, and dependencies so that stakeholders can understand their position in the system, and design teams can identify how and where to best intervene with new or improved products and / or supporting systems. Systems Economists divide economies into the two previous categories of activity: manufacturing products, and executing services. This parsing Discovery Stage Research Cycle / Before / Plan 35 Case Study: Systems in Government USAJOBS Mission Critical Hiring Paths Diagram it might be reconstructed. They recognized that Teams rebuilding the outdated USAJobs site studied the hiring system drives every aspect of the sites’ the interactions of USAJobs.gov product and the functionality, no matter which group a participant system of hiring closely. Instead of simply over- or stakeholder might come from. In this way, the As was said at the introduction to this section, the public sector is pri- hauling the site from technical, administrative, effort to improve the USAJobs site became an effort marily a service provider. Those services are upheld, augmented, and public-, or organizational- facing perspectives, the to improve hiring itself, thusly demonstrating the accessed through products. But, especially internally, the public sector design team brought all these groups to the table utility of finding and working from the root cause also launches and maintains systems that, while not exactly services during the design process. Each group has a unique of an issue, instead of solving for discreet, surface themselves, are also not exactly products. Systems differ from ser- value and requirements set for the functioning issues. A simple glance can show a reader that the vices in that they, too, uphold services, or even launch the products, of the site, and, in organizing that functionality, system of hiring is complex and involves multiple but they are neither. One example of this is the hiring system through those values and needs must be balanced. For groups and stakeholders. In building this diagram, which the public can enter the government workforce. The website example, if the designers prioritize technology the USA Jobs team created an illustration of the USAJobs.gov is a product that creates access to the hiring system. The needs, they might ignore the needs of the people hiring path components: people, stages, and touch- action of hiring itself is a service, while the process of getting hired who process the information coming in. If they points. Through this diagram, the team was able to is, in fact a system supporting that service. In this way, the hiring prioritize administrators’ needs, they might not not come up with a single solution for hiring, but managers, people who write position descriptions, review resumes, reflect the needs of the public. Even though each instead to explore the system, for that exploration conduct background checks, et cetera, are parts of the hiring system, of these groups is working towards the same goal, to result in understanding it, to clarify nuances in which, as a whole is the service to the American public of hiring. the successful functioning of the USAJobs site, the the system to viewers, and to communicate ideas definition of success differs slightly across each for the systems’ many possible throughlines and group. values in a concise and yet thorough manner. This is not quite precise enough for the challenges of design, however. In the design process, we have a third possible category of designed thing: systems. For this reason, throughout their project’s development, the designers mapped how the system of hiring worked, where it bogged down, and how understanding then informed the development of the USAJobs site product in terms of the various stakeholders’ positions and needs in the system. Consent form Pens/Pencils 36 Human-Centered Design: Design Phase Concept Guide Discovery Stage Research Cycle / Before / Plan Communicating Ideas Through Design PURPOSE The Design phase is all about creation. To aid idea expression and development, designers use non-verbal and non-textbased communication to show their ideas and thoughts in addition to talking and/or writing about them. We use these because it can be difficult to express the fullness of ideas verbally or in text, especially collaboratively, when the idea is still emerging, vague, or unfinished. That being said, alternatives to verbal and text-based communication channels, like drawing, collaging, or model-making, aren’t better than verbal- and text-based communications; they’re all different from one another and can be used in unison. Each communication method answers a specific set of needs, according to the strength of that method. If talking about the changes you’re thinking of making to an existing system is confusing, why not draw it? If you can’t really describe a better visual-impairment melody for a system to play when people log in, why not hum two or three options, record it on your phone, and email that instead? You might feel silly at the time you’re making the drawing or recordings, but your team will understand what you’re thinking faster, and you’ll be able to more forward on the project rapidly. In this way, drawing, building, collaging, and/or recording our ideas is faster, more clear, and more actionable than just talking or writing about them. Envisioning Ideas Communicating Abstract Concepts Using References: Communicating Happiness In this example, a team member would like to describe a product or service that should have a When design teams need to talk about abstract concepts or convey a happy, sunny feeling. To do this, the team member feeling, they often use any of those alternate forms of communication has collected images to help them communicate to do so. These photos, drawings, recordings, et cetera, are called what they mean when they talk about a happy, “references” because you should “reference” them when reading the sunny feeling. As you can see, none of the images text or listening to the presentation that accompanies them. They in this section are actually images of “happy”. function the same way that metaphors and similes do in written and One is a line drawing of two people talking to each verbal language. Instead of saying “happy” and expecting everyone other with stars around them. One is a logo that to know what we mean, we often say things like “happy, like a sunny uses a sun-like form that seems like it might be day”. In design, we bring our metaphors into visual, audio, and tactile quite happy and optimistic. The third is actually forms so that we can communicate meaning, form, and emotion all in the words “I’m walking on sunshine” , but in a font one place. that looks happy and fat, sort of like it’s written Using References is Just Show And Tell In grade school, many students in the United States play an in-classroom game called “Show and Tell”. In this exercise, students bring in an object they think is interesting, show it to the class, and then tell the class a story for which that object is starting point or an integral part. One of the purposes of this exercise is to teach students about how tangible objects can represent abstract concepts or events that have already occurred. For example, although a student cannot bring to class the hike in the woods they took over the weekend, they can bring the cool rock they picked up on that hike as a representation of what they did. By connecting the tangible rocks with the intangible hike, students are able to make generalizable connections about the elements of a hike, where to find rocks, and what future hikes or rocks might be like. As adults, images and objects function in the same way: an object or visualization allows us to give shapes to ideas. From that starting point, we can then talk about a desired experience, substance, process, etc. that cannot be present. For this reason, the old game of show and tell as useful in meetings as it was in your grade school’s class. in toothpaste. And the fourth is a photo of a beach on a sunny day, which many people associate with happiness. So none of these images are actually images of happiness, and none of them is particularly sophisticated. In fact, they look homemade or pulled off the internet. And that’s part of the point: references shouldn’t be polished; they’re a quick way to communicate your thoughts, not your final presentation. But what is a picture of happiness, and how could your final idea be just “happiness”? First, there isn’t one picture of happiness, because it’s different for all of us, and secondly, this is not the time to have a final idea; you’re still envisioning and communicating your first draft ideas. This is why using references is so useful when talking about abstract concepts like happiness and when working at the early stages of your design phase. 37 38 Human-Centered Design: Design Phase Concept Guide REFERENCES The Lab Education Courses Visual Eloquence Visual Communications https://lab.opm.gov/class-sign-up/ To read more about the interaction of words and pictures, please see Scott Mccloud’s excellent graphic work. Building Out Ideas Using Collections of References for Ideation Discovery Stage Research Cycle / Before / Plan 39 Exploring Happiness Returning to the references for “happiness” , as seen in the Envisioning Design section, how might they each inform an overall idea of a product or service? As design teams begin to ideate, they start to create collections of references, often called Reference Decks, to help show their ideas. By accompanying these collections of references with words, whether written or verbal, the team can more easily understand what it collectively is thinking or what an individual teammate is thinking, keep a record of that thinking, and edit the idea. Scott Mccloud Because design teams evolve or create new products, services, or “Understanding Comics” http://scottmccloud.com/2-print/1-uc/ systems, there’s no exact photo or sketch or recording of it that exists. For this reason, it’s essential to develop a collection of references that are like the product, service, or system you’re envisioning in order to express all your thoughts on how a design might look, feel, and func- IMPORTANT TO NOTE Understand that different cultures assign different meanings to shapes, colors, gestural forms, and groupings, the same way different parts of the US assign different meanings to words (try ordering a pop in a restaurant in the South. No one will know what you’re talking about.) For this reason, if the design work is to be shared across languages or cultures, some research is required to ensure that the work retains the intended impact across all audiences. tion. The purpose of using references, whether drawn, photographed, This line drawing shows two people talking. They The flag in this graphic seems to indicate that the recorded, et cetera, is to meet four primary goals: seem to be facing each other, and their little, product, service, or system will be related to the line-drawing eyes communicate pleasure. This United States of America, while the graphic sun seems to indicate that the idea of happiness in conveys optimism and hope. This item also intro- this product, service, or system has to do with duces the ideas that the expression of happiness in human connection and communication as a form or this product, service, or system is modern, clean, components of happiness. and minimal. This bouncy text not only communicates the idea of The image of the beach conveys ideas of happiness movement and joy, but also, like the logo, informs associated with being outside in the natural world, the form of the idea through the use of a distinct serenity, and peace. • To explore nuances in a proposal, system, or idea. • To understand those nuances. • To clarify those nuances, especially if they act within a complex system. • To communicate the steps above to others who may or may not be present in design meetings. When to Use References Design team members can use references to aid in communication with their teammates at any point in the design process. However, since references inform the direction of an idea’s designed form, and not the details of that form itself, they are most frequently used early in the process of making a prototype design solution. If the team finds itself still leaning on references as they approach a low-fidelity prototype that’s testable in the field, that can be a marker of a team that is not coalescing around a design direction, and thusly the team needs to back up and start the design process from the idea again. Specific practice on the form and cadence of using references will be provided in the upcoming Design Phase Operations Guide. typeface. 40 Discovery Stage Research Cycle / Before / Plan Human Centered Design: Discovery Stage Field Guide Conclusions Example Reference Deck If these four images were a teammate’s reference Telehealth Toolkit deck, what might be a few ideas to take from it? One might be that the product, service, or system that the teammate envisions has to do with happiness as a social connection, away from work, in a light-hearted environment such as community engagement or outdoor exercise opportunities for veterans or school children. Because this is only an example, one might take away many ideas from it. For a more precise understanding of the idea, The Telehealth Toolkit is a prototype knowledge-sharing repository designed for the Office of Telehealth in the Veterans Health Administration. This reference deck uses examples from several well-known, well-organized sites that share knowledge in different ways. Multiple ideas for the Toolkit are described by the aspects of each site that is highlighted. the reference deck would need to be built out more This deck is from the very beginning of the design fully, preferably accompanied by verbal or written team’s design phase for this digital product. At the cues as well. beginning of the design process, the deck refers to the product as the “Genius Bar”; however, the final name is the Telehealth Toolkit. This change is typical of reference decks. Because they’re begun so early in the design process, they’re often called by different names from the final name iteration, since the information and references that decks contain are simply the starting point for the iterated design process. One of the members of the design team made this deck so that they could communicate their ideas for the toolkit (or Genius Bar) to other team members. Making this deck has nothing to do with a knowledge of user experience coding or layouts; it has to do with understanding the synthesis of research that the team had performed during the Discovery Phase. The design team member searched the internet for examples of what they thought should be built to solve for the participants' needs, then compiled those examples into this deck. 41 42 Human-Centered Design: Design Phase Concept Guide Iteration Everyone Iterates Discovery Stage Research Cycle / Before / Plan 43 Turning Insights & Opportunities into Design Iterations Designs must emerge from Discovery. Below is the process diagram from the HCD Discovery Phase Phase, pieces that, through ideation and iteration, Iteration refers to making a series of design versions. This is a classic Guides and the Designed Things section of this design practice; its purpose is to push designers past the first expres- Guide. Here, the diagram is further developed by sion of ideas in order to build them out, identify their advantages and the use of puzzles called tangrams to show how Coming up with only one design option will almost drawbacks, and revise ideas before prototyping begins. each opportunity can be developed into multiple never produce the best solution. That’s akin to iterations. walking into a supermarket and buying the first become a new product, service, or system. apple you see because it’s an apple and you need an apple. You don’t do that. You examine several apples, considering their size, sweetness, and defects in the light of what you need before making the final decision. It is the same with design solutions. You work with many possible solutions to arrive at a selection that is best suited to the needs of your participants. All your iterations are related to each other, but none is identical. Instead, they build on one another, just as all tangrams are built from the same Most people, in any profession, iterate constantly: they just define the iterations they’re making in terms of their immediate outputs, wheth- The tangrams in the Fields of Opportunity are er those are emails or processes or methods, instead of their strategic stand-ins for an iterative design process. Why tan- goals. In design iteration, teams use iterations as a way to approach grams? Because a tangram puzzle is a useful way to the strategic goals of the project as well as fulfill the immediate goals talk about the cycle of ideation and iteration during of it. the design phase. Every tangram is comprised of seven shapes into an infinite variety of finished creations. Additionally, like the constraining rules of the tangram puzzle game—only the seven tans, no alterations, and no overlaps—there are many times the same seven shapes, called tans. your solutions will need to address or operate emails. Any email that requires a bit of thought, whether it’s for work To solve a tangram puzzle, a player looks at an like time, costs, and climate. or a personal matter, requires iteration. When we write thoughtful outline of a tangram shape and re-creates the emails, we think about what to say. We try out wording, delete words, shape using all seven tans, with no alterations and move things around until we think we have expressed in the best and no overlaps permitted. (Find out more about way what we want to say. Then we send it. All those different email the history of tangram puzzles.) Each different versions were iterations of the email. They weren’t the email’s final tangram is representative of a new iteration form; they weren’t even the second or the third. They were how ever within a field of opportunity cone. And, like design many versions that had to be made in order to reach a version that iterations, each tangram takes on similar, though seemed to be the most clear, best way to say what needed to be said. not identical, shapes. Similarly, the design team is To understand iteration at the immediate, daily level, think about putting together pieces identified in the Discovery inside some strict constraints dictated by factors In your work, the team has a need to create something new based on research, insights, and opportunities identified in the Discovery Phase. Sometimes, this process can seem daunting or even pointless, but, as in the Synthesis portion of the Discovery phrase, you will find that the more you and your team work with the ideas for design, the more possibilities you will see. 44 Human-Centered Design: Design Phase Concept Guide Feedback Your work Only Gets Better Discovery Stage Research Cycle / Before / Plan 45 Feedback and Revision Process Map Strategies for Feedback This Feedback and Revision Process is a basic to collect feedback logically and methodically. The framework for how to seek out and integrate feed- Feedback is an integral part of the design process and should be back into a product or service you have designed. sought out when designing anything, be it product, service, or system. Before jumping into the feedback loops, the team In design, feedback is a multi-step phase during which the design needs to review the primary Design Phase Princi- gradually reaches farther and farther outward from the core team in ples as well as the principles you developed during order to gather feedback from an increasingly large pool of feedback Problem Framing. After an intense iteration phase, providers. in which the team gets deeply involved in details, a refocus onto the participants and the strategic level Creating a strategy for feedback allows the team team should test with people who are all current participants or future participants in the product, service, or system that is being created, but those particpants can and should be from different areas of the design object's use. For example, if you test with a front-line participant at one stage of testing, you should try to balance that by testing with a leadership level participant at another. Of course, goals of the project will prove useful. it's not always possible to perfectly construct feed- ideas might hold up best in real-world conditions and which ones There are two parts to the feedback process: is not to create an impossible goal of perfection for resonate most with participants. Feedback also allows the team to (1) Finding out the people to talk to testing, but to give guiderails on the best way the It’s preferable to gather feedback on several of the team’s design iterations. Through feedback, the team is able to understand which design improve and refine the design iterations, using the feedback reviews to gradually phase out the design iterations that are less successful while refining and focusing the more successful ones. (2) Making changes to your design based on their feedback. back testing rounds; the purpose of this guidance team can go about this process. If testing narrows in on a single participant group for reasons of access or timeline, that's okay, but it In this section, see the cycle of feedback and revision for a single will result a not-as-thoroughly testing prototype. design solution. Two steps make up a feedback phase: (1) receiving the For this reason, the designed product, service, or feedback from an individual or group and (2) making revisions to the system's potential for success is lessened. While product, service, or system based on that feedback. In each feedback this is sometimes acceptable, it is not desirable. step, the circle of people the team reaches out to for feedback moves Work with your leadership to find a way to either farther away from the core team and farther into the field of potential extend your team's timeline or to gain access to the participants. participants you need. These feedback sessions can take the form of codesign workshops, prototype testing, or other formats depending on the product, service, or system being tested. Guidance on different feedback formats will appear in the Design Phase Operations Guide. For the second step, design revision, the team revises the design internally in order to integrate the feedback from the people that have been asked. Revision activities generally take the shape of tiny synthesis sessions; you will find guidance on those in the Operation Guide as well. 46 Human Centered Design: Discovery Stage Field Guide Discovery Stage Research Cycle / Before / Plan 47 Who to Talk To: An Expanding Galaxy In testing rounds, the design team needs to get feedback from people who have increasing amounts of distance from the project. This is for two reasons: 1. Starting with participants previously involved in or aware of the project allows the team to test low fidelity prototypes with people who have context on the project itself. This will provide actionable feedback to increase the refinement of that prototype quickly. 2. Moving outward to people who have no relationship to or awareness of the project includes the perspective of absolutely new participants. This allows the design team to learn about and correct for the issues new users will have without having to find out those issues during a pilot. This group will also encounter a closer-to-launch-fidelty prototype, which prepares them for interacting with the new product, service, or system during the pilot phase. Note: All participants outlined below should be current or future users of the product, service, or system that the team is currently designing. The differences between these people are their close- Round 1 Round 2 An ideal person for round 1 feedback is someone A good type of person for round 2 feedback is who has previously been involved in the project and someone who is close to but not directly involved in is familiar with the research or design of phases the research or design of it. This can be the team- of it. This can be one of your primarily research or mate of one of the Round 1 feedback people who design partners. you simply haven't talked to directly before. Round 3 Round 4 It's useful for round 3 feedback to talk to someone A strong candidate for round 4 feedback is a person who is aware of the project, but not previously who has not previously been in touch with the involved in the research or design. This can be an- team or the other participants about this project at other teammate of people in Rounds 1 or 2 but, for all. This person's fresh eyes will help head off any whatever reasons, has been somewhat distanced quirks or stumbling blocks that, due to familiarity, from the project development. the previous testers might have taken for granted. ness to the research and design process of the new product, system, or service. 48 49 Human Centered Design: Discovery Stage Field Guide What to Do with Feedback: Make Changes! Each time the team gathers feedback on the designed product, service, or system, document, meet, and discuss that feedback. Think of this process as a smaller, more concentrated version of the Problem Framing process the team underwent during the early parts of your Discovery Phase. In that process, as new information about the large problem frame was uncovered through desk research and the identification of constraints, the team narrowed in on the specific problem frame in which you were going to operate. Similarly, in this process, as the team tests with participants, you will make changes to your prototype to narrow in on a more useful and resonant product, service, or system for your participants. You'll work with the resources you have, within the constraints of the product, service, or system you first designed based on your research, to better fit the needs of the ultimate participants in your work. This means tweaks, not systematic changes. If, at this point, you find the need for large scale, thematic or systematic changes, it means the design that you’ve forwarded does not accurately reflect the opportunities identified in the Discovery phase, so the team will need to start again on the Bringing It All Together Through the feedback cycle, the team will talk design process. This outcome is not failure; indeed, to a variety of people to gather feedback on the it simply means you know more about what your product, service, or system the team is designing. participants need. And, if you’ve designed in quick, Those people will have different positions to and fast iterations, you’ll easily be able to go back and awarenesses of the project and its history. As you change your direction without adding a great deal gather feedback from these people, the team will of cost or time to your project. make changes to its design in response to that Below, find another visualization of making small changes based on feedback. As you can see, the tangram shape stays roughly the same shape through all the revisions. They all, vaguely, look like a person standing up in different poses. Those different poses are created by moving around some of the pieces that make up the puzzle. These changes are analogous to the changes the design team should be making in the feedback cycle: ones that change details to the overall design, but not the core idea of the design itself. input. If the feedback points the team to an entirely different design, that’s okay, but the team must throw out its design and start the design process itself again. In this case, the team might want to review their Opportunities from their Discovery Phase and identify a new direction in which to go for their new design. A Note on Using Feedback: It is important to know that not every piece of feedback from each participant can should be integrated. Be aware of the primary principles of the design phase (and review them if you need to) as well as the principles from your problem framing phase. If your design resonates deeply, people will be excited about its potential, have great ideas for improvements, and really want to see those improvements. Ensure that you compare those suggestions to your original project scope and technical ability. If you cannot integrate an improvement into this stage, that’s okay. Communicate to the participant that their feedback is well-placed and important, and that you will note it for integration into a future version or as an idea for a related product or service. 50 51 Human Centered Design: Discovery Stage Field Guide Design & Implementation No “hand offs”; no “waterfall” When the web was young, the “waterfall” process This, however, is impossible. Even in a completely team is developing print media, a digital product of development organically developed as a way controlled environment where there will never like a website, a real-life object like a kiosk, or a content-makers and designers could push content be any changes or revision to content, each group service like a benefits advisory board, working with to the engineering teams to be put up on the web. doesn’t know every constraint and need of next the people who will implement is crucial to the The waterfall process of content development is group, so they will of course sometimes produce success of your project. No matter how clear you linear: one team completes their tasks and passes work that causes problems or questions for future think you’ve been, no matter how top-notch your to another team who completes their tasks and groups in the process. implementation team is, there will be questions then pushes to another team, and so on, until the that you need to work out together. final product is realized. Plus, that perfect environment is a fantasy; it does not exist. Changes and revisions happen all the The Design & Implementation phase is analogous Broadly, this process was an adaptation of the time. In newspapers, this meant that if something to the Communications phase from the HCD traditional, factory-like print media workflow from happened to change the headlines in the early Discovery Process: until the Discovery Team newspapers and magazines. In this process, the morning edition, Editorial would rush to write new effectively communicated their findings to their Editorial team would write and edit text content, headlines and article text; Design would freak out leadership and partners, the Discovery stage could push it to a Design team to lay the text out on a a little to source a photo and set the text, and the not be considered complete. Until the Design team page and work in the illustrations and photographs, Printers would have to scramble to reframe the has effectively worked with the Implementation and then the Design team would push the layouts entire front page to include this new article. But team to create final testing through a small pilot to the Printers, who would implement the design by what happens to the original content? Where does and to help that team create an implementation setting the printing presses to churn out the final it go? The Printers need to know, and they also have plan, their Design work is not done, because the product. ideas — after all, they understand the mechanics of team has not set the design(s) they crafted up for the page better than anyone. They need to be able success: the designs have simply been carefully, to talk to Design and Editorial quickly in order to painstakingly crafted and then shoved out into the make content decisions. The three groups abso- world without support or thought of sustainability. That was the ideal. In reality, however, these three groups almost always work together in a less-than-linear, collaborative workflow. This was because the rigid nature of the ideal process assumes that no group will ever have questions for the previous or following groups. This assumes lutely had to work together to get changes made in a way that worked for the newspapers’ readers. And they had to do it fast. So never plan to just “handoff” your design work and roll off a project; stay in it through the first pilot and help you implementation team develop that each group understands all the needs and So, in traditional print media, the groups had to and test a implementation strategy. Only then constraints of the other groups in the process and overlapping work; they had to talk to each other. will you have set your carefully designed solution will not produce something that is impossible or This is the same in the current design process. up for success. difficult or even creates questions in a future stage Design teams can’t just “hand off” designs to the of the product development. people who will implemenent them. Whether your 52 Human-Centered Design: Design Phase Concept Guide Discovery Stage Research Cycle / After / Next What’s Next Deliver Phase Thank You! You’ve drawn on your Discovery phase work and created prototypes Contact Information from it. You’ve tested those prototypes with participants. You’ve kept Please send questions or comments. your leadership informed. You’ve worked with the implementation GSA Customer Experience: customerexperience@GSA.gov team to make sure the work will see lift-off. The Lab at OPM: LAB@opm.gov The team is set up for success. Next, with the Implementation team, move into the Deliver Phase and see your work enter the world at Thanks and Acknowledgment scale! Numerous people, across agencies, contributed to this guide. We are grateful to all of them. Veterans Experience Office at VA GSA Office of Customer Experience The Lab at OPM We would also like acknowledge other leaders in the field of Human-Centered Design which inspired and informed this guide: The VA Innovators Network, 18F, USDS (United States Digital Service), Deloitte & Doblin, Helsinki Design Lab, Luma Institute, Ideo and Ideo.org, Frog Design, IBM Design, and The d.School at Stanford University. 53 54 Appendix / Glossary Human Centered Design: Discovery Stage Field Guide 55 Glossary 3 Es Effectiveness, Ease, and Emotion are the 3 core qualities that VE measures across the enterprise. These are based on a Forrester Research Inc. pyramid model of customer experience. 5 Whys, aka, Laddering A method by which an interviewer derives additional detail and undercurrents from an interviewee. Typically characterized by the interviewer asking “why” in regards to a qualified or abstract word or phrase used during the an answer to questions. A common metric is for the interviewer to do this five times in a line of question. Accessibility The extent to which content is available, understandable, and usable by all audiences, regardless of sensory, physical, cognitive, intellectual, or situational disabilities or impairments. Best Practice Procedures or approaches that are accepted or prescribed as being correct or most effective. Clustering A research analysis method characterized by the grouping of words or phrases that have a single or set of commonalities. In Design Research, this is often enacted physically by the assembly of words or phrases written on single pieces of paper into a, proximate group. Concept/Context mapping An ethnographic research technique, concept/context mapping is a process that tries to understand the environment in which the behavior under study takes place. Ethnographic research Ethnographic research tries to understand how people live their lives. Unlike traditional research, who ask specific, highly practical questions, ethnographers may visit homes or offices to observe and listen in a non-directed way. While this observational method may appear inefficient, it enlightens us about the context in which customers see their own environment. ‘Fail early, fail fast, fail small’ A Design Research principle expressing the ethos that, through quickly making and testing small, unsuccessful solutions to big problems in quick succession, drawing lessons in terms of what works and does not work from those tests and revising the next solution accordingly, more effective and successful end solutions can be reached than if a single large solution was launched once and without testing. Front Stage / Back Stage Parts of services that are visible to the service user are called front stage. Part of services not visible to the service user but are interacted with by the service provider are called back stage. Guided Tour A research methodology during which a participant shows researcher(s) their physical space, collections, or other assets so that the researcher(s) understand the participant’s context and reality through the participant’s point of view. How Might We Question A “How Might We” (HMW) question serves two purposes. First, it is the frame of inquiry, or the area of research. And second, a HMW question should spur and inspire the research team. A good HMW research question will focus but also leave room for exploration. Innovation A new idea, method, or device. In Design Thinking, usually characterized by a break from traditional or institutionalized methods, production methods, or products . Intercepts Intercepts (intercept interviews) are conducted on site with Veterans while they are interacting with services at the research site. Internal bias A universal situation in which humans feel or show inclination or prejudice for or against someone or something. In Design Thinking, the inherency of internal bias is accepted, and we correct for these biases is through awareness and acknowledgment of them. LEAN (process) An approach that focuses on people, process and purpose and the alignment between the three. ‘No wrong ideas’ In Design Thinking, the principle that, in order to forward innovative thinking, the group or individual performing the thinking session must accept and consider all ideas as possible solutions. Pain Points In experience design, pain points are real or perceived problems experienced by customers within a system. Problem frames The area of research in regards to a particular problem. Customer Experience (CX) Customer experience (CX) is the product of an interaction between an organization and a customer. This interaction includes a customer’s attraction, awareness, discovery, cultivation, advocacy and purchase and use of a service. It is measured by the individual’s experience against the individual’s expectations. Decode Human-Centered Design Human-centered design (HCD) is a design and management framework that develops solutions to problems by involving the human perspective in all steps of the problem-solving process. Human involvement typically takes place in observing the problem within context, brainstorming, conceptualizing, developing, and implementing the solution. Ideate To understand. To analyze in order to find meaning. Empathy The action of understanding, being aware of, being sensitive to, and vicariously experiencing the feelings, thoughts, and experience of another through a shared experience. Qualitative research Primarily exploratory research. It is used to gain an understanding of underlying reasons, opinions, and motivations. It provides insights into the problem or helps to develop ideas or hypotheses for potential quantitative research. ROI Acronym for: Return on Investment. To form an idea of; imagine or conceive. In Design Thinking, this refers to imagining or conceiving of multiple ideas for solutions to problems, usually in succession and building off each idea. Root cause The fundamental reason for the occurrence of a problem. Shadowing A research methodology during which the researcher follows the participant through the participant’s activities. These activities show the researcher the participant’s physical context as well as their interaction within that context. Sensemaking To make sense of; to understand. Snapshots A representative sample of research. In design-oriented presentations, this refers to a collection of photographs, quotations, and synthesized research that is formatted to tell the story of the research endeavor. Stakeholders Persons, groups or organizations that have direct or indirect stake in an organization because it can affect or be affected by the organization’s actions, objectives and policies. Sympathy The action of understanding, being aware of, being sensitive to, and vicariously experiencing the feelings, thoughts, and experience of thorough emotional and intellectual understanding of another’s experience. Contrasts with empathy in that it does not include a shared experience. Synthesis/synthesizing To combine (a number of things) into a coherent whole. In Design Thinking, this refers to the collection and integration of the substance of the research instances into a logical and meaningful collection. Touchpoints Any point of contact between a customer and a service or service provider. This could be the design of a receipt, the comfort of a waiting room or the usability of a web page. Yes, And In Design Thinking, the logical opposition to the statement, “No, But...” Meant to set up acceptance and integration, this form of reply to statements can allow for expansive conversation instead of a negation of opinions and options. 56 Human-Centered Design: Discovery Stage Field Guide Notes Unique ID: Photocopy this Consent Form for Project: use in the field. Quotes, Photography and Video Consent Form Thank you for your willingness to participate in this research study. Use of Quotes When we write reports or presentations on what we learn from the interviews, we sometimes use specific quotes from study participants. Quotes bring to life what we learn and are an important part of sharing your experience with others. If you give us permission to use your quotes, we will not include your name or a photograph of your face next to the quote. This protects your identity and makes the quote anonymous. If you approve of your quotes being used in future publications or presentations of our work, please include your name and signature in the section below. Name ____________________________________________________ Signature _________________________________________________ Date _____________________________________________________ Photography and Video The project team may take pictures or video during the interview. Photographs and Videos bring to life what we learn and are an important part of sharing your experience with others. If you give us permission to use photographs or videos of you, we will not include your name or a quote as part of the photograph or video description. This protects your identity. If you approve of photographs or video being used in future publications or presentations of our work, please include your name and signature in the section below. Name ____________________________________________________ Signature _________________________________________________ Date _____________________________________________________ Please keep a copy of this document in case you want to read it again. 58 Human-Centered Design: Discovery Stage Field Guide 59
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