Chapter 16
Capturing Context through Service Design Stories

Katarina Wetter-Edman

Karlstad University

Peter R. Magnusson

Karlstad University

Introduction

There is an ongoing trend of gradually increasing the amount of services product manufacturers offer. This is often referred to as servitization. Compared to products, services are considered to have longer life cycles and larger margins and to be more resistant to the business cycle. From a marketing perspective, services can be used to differentiate and increase value to the customer. Furthermore, services can also be a means of strengthening customer relations as they entail interacting with and understanding the customer. It is, however, often troublesome for product-oriented companies to handle services, partly due to lack of methods and tools. In this chapter, we present a narrative design-based method, CTN (Context Through Narratives) that captures users' current practices, experiences, situations, contexts, and expectations and integrates these in service innovation.

Servitization has been described as a multistaged change process. Common to different servitization models is that a supplier starts with offering services supporting its existing products in order to improve accessibility, for example, providing spare parts and maintenance. At the other end of the servitization spectrum is support for (at least parts of) the customer's operations, providing total solutions. Slightly simplified, servitization can be synthesized into three steps (Table 16.1): (1) services supporting the product; (2) services supporting product usage; (3) services supporting the customer's operations (processes). Servitization thus demands an increased understanding of the end user and/or the customer's operations. Providing spare parts and maintenance requires little understanding of the customer's operation.

Table 16.1 Steps of Servitization

Step Description Example
1. Services supporting the product Spare parts provision, product maintenance
2. Services supporting product usage Optimizing and customizing the robot by means of, for instance, customization, training, and programming
3. Services supporting the customer's operations (processes) Optimizing customer processes of which robots form one part

In the last step, the supplier offers services that can also be independent of the physical robot, where the aim is to support the customer's operations by offering a total solution. For instance, if the customer is using a robot to spray-paint a specific component, the supplier can offer to design the whole process and assume overall responsibility for painting, that is, the service: “painting a component” according to customer requirements. The robot is only a means of performing the service.

There is a demarcation line between steps 2 and 3, where the supplier needs to gain a thorough understanding of the customer's processes, that is, what the product is used for, and also the customer's applications and context. This can thus be defined as the borderline to become a solution provider. The further a supplier goes through the servitization steps, the stronger the need for new methods and tools that innovate and develop the services since fresh knowledge regarding the use-side needs to be obtained by the producer.

Successful innovation requires two types of knowledge: technology knowledge and use knowledge. Technology knowledge concerns aspects related to implementing an innovation, including knowledge of the mechanics of materials, chemistry, thermodynamics, and so on. Technology also includes non-product-specific technology, such as service-supporting technology, and organizational routines. Accordingly, technology includes all the enabling organizational resources necessary to make products and services.

However, moving beyond providing only products but also solutions to customer problems implies the need to have “use knowledge,” also referred to as use experience, or application domain knowledge. Use knowledge involves understanding the use of an innovation/technology from a user/customer perspective. In other words, what the technology should do for its intended users, requiring a deeper knowledge of the customer's processes and needs, often called taking a customer, or service, perspective. The important thing is no longer what a company's products are, but what they do for the customer. Products are perceived as a means of creating value when used by the customer.

Use knowledge is more abstract than technology knowledge and is normally disconnected from innovation activities, at least as regards physical products. The nature of services is, however, quite different from that of physical products. Services are intangible and can be described as a series of activities where the customer is a co-producer. The active interaction of users during services, and the fact that these often take place in a context foreign to the supplier, puts greater demands on the supplier to understand the use side. Accordingly, use knowledge is much more important for services than for products, but can also be expected to lack when product manufacturers aiming to provide services.

A product-oriented company has, by definition, a lot of technology knowledge, but not the necessary use knowledge, depicted as a “Product Provider” in Figure 16.1. The added skills necessary to become a solution provider—and thus move to the next step of servitization—thus include use knowledge. Seeing use knowledge as a resource vital to competitiveness has implications for the company's innovation process. Gaining a deeper understanding of the use side is a necessity for providing more advanced services in the sense that these support not only the suppliers' products but also their processes and businesses.

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Figure 16.1 Two types of knowledge and company positions.

Adapted from Magnusson (2013).

Design has a long tradition of studying users in terms of understanding, interpreting, and translating their needs/problems into satisfying solutions—in other words, understanding the use side's problems and how proposing solutions can solve these. More recently, Service Design has emerged whereby the specific interest lies in designing solutions in terms of services.

16.1 Service Design

As discussed in previous chapters of this book, design has increasingly been seen and understood, over the past 15 years, as a possible driver of innovation. Design's contribution to the innovative capabilities of organizations can be ascribed to the iterative and user-centric approaches, the use of multidisciplinary teams, and the ability to externalize ideas and patterns using aesthetic skills such as visualization and prototyping. Furthermore, the designer's ability to interpret and reshape sociocultural relationships and configurations is even more prominent in service design than in traditional product design. Services are always co-produced together with the end user.

The core of service design is taking the user's perspective as a complete experience, giving an outside-in view of these experiences, as well as visualizing them and taking the iterative approach of involving users throughout the process. In service design, the approach of involving users both during the early stages and throughout the innovation process has been highlighted.

Designers involve users and other stakeholders, and their knowledge, in different ways and for differing rationales than traditional market research. Involvement through user-centered approaches is about gaining empathy and inspiration during the early design phases. This is done by entering the context of the user, or by creating situations where the designers themselves experience the situations. If this is not possible, staging situations are constructed whereby the users are given the opportunity to share their experiences. Compared with traditional market research, design thus provides distinctly different approaches to how users/customers should be involved.

16.2 Context, Stories, and Designers as Interpreters

The role of contextual understanding is to widen the focus to understand what broader role a product plays in the user's life. To understand the user's context, designers often move into that context to gain empathy via a deep understanding of latent needs, dreams, and expectations. Staging different workshop settings in which users, company (client) representatives, and designers interact is becoming an increasingly important part of the design profession. Approaches based on theories of play are gaining the interest of service design practitioners. In these approaches, users and other stakeholders are engaged in and encouraged to share their experiences, in addition to being a part of the co-construction of possible future solutions. The role of talk, stories, and dialogue is emphasized in order to understand the user's context and perspective.

Stories are one of the basic means by which we, as humans, communicate. We retell previous memories and experiences; we inform about our intentions, wishes, and dreams. In short, stories are one of the more dominant means by which we make sense of the world around us. In a story, actors, time, and contexts are often very efficiently captured and become beneficial for design purposes. Ethnographic stories can even serve as a bridge between the realm of the customer and the firm. Allowing customers to tell their own stories about their own experiences makes it possible to understand more about them than can be retrieved from an interview or a survey containing predefined questions. In the case (and model) offered here, designers are the interpreters of users' accounts. In design-driven innovation, designers are positioned as the interpreters of users' sociotechnical contexts and as brokers of knowledge across branches and organizations.

This intermediary role between the firm and its surrounding networks has been described as the brokering of knowledge, suggesting that designers, when moving between different companies, use and reuse known technologies in new areas. In the following section, we offer a method and a case whereby the means of involvement is stories rather than visualizations. We will point out the crucial role of the designer as an interpreter of these stories in order to achieve the intended outside-in focus.

16.3 Context Through Narratives—The CTN Method

A largely simplified description of the service design process can be illustrated using a double-diamond process containing four phases: (1) discover, (2) define, (3) develop, and (4) deliver. This process has a strong affinity with the design thinking framework presented in Chapter 1 of this book. The CTN method lies within the first diamond and represents the exploring and defining of needs and problem spaces for further innovation work. Discover largely focuses on extensive user and contextual research but is also aimed at exploring organizational prerequisites and strategies and potentially new or adjacent technologies that are suitable. It starts out from perceived problems/questions as defined by an organization; however, it attempts to go beyond specifics and explore a larger context.

The CTN method includes four steps: (1) preparation, (2) action, (3) processing, and (4) closure (Figure 16.2). We illustrate it using a service design pilot case. The aim of the service design pilot was to achieve a more extensive understanding of users' perspectives, situations, and experiences, rather than develop service innovations per se, which will come later on in the process. The service design pilot includes a repeatable workshop format whereby the facilitation experiences gained are both reused by the design company over time and, more importantly, transferred to the client company for future internal use.

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Figure 16.2 The CTN method in four steps.

The aim of the client company, IndComp (described in the box below), was to better understand one of its user groups, namely, farmers using automatic milking machines (AMMs). For this purpose, it had hired a design company, Veryday Agency; for a full description of this collaboration, see Wetter-Edman (2014).1

16.4 Case Illustration of the CTN Method

We try to get to meet the customers but it is not that easy. We need to ask permission, and we need to have a good reason to ask permission. Because there are good reasons and bad reasons. But that we just should hang around with a farmer is not popular.”

Business Developer at IndComp, 2009.

As described in Exhibit 1, IndComp is an industrial company aiming for increased service offerings beyond traditional maintenance service. This reorientation was supported by a biannual customer survey. Overall, the ratings were good, as usual, and the customers were satisfied. However, the latest customer survey showed a slight decline in ratings, especially in comparison with IndComp's main competitor. IndComp thus wanted to understand its customers' needs and expectations more qualitatively; hereby, the decision was made to employ service design.

Preparation—Why? Purpose of Collaboration

The purpose of the preparation step is to agree on the aim, purpose, and expectations regarding the project to be conducted, the “Why.” It develops a shared understanding of the client company's resources but also those available for future solutions; the client's internal relations vis-à-vis their users; and how mature the client is as regards the use of design methods and tools. The latter is important when selecting methods for the project; in effect, what should be done?

As is often the case at companies with strong and sometimes independent sales organizations, the customers' voices are only implicitly present by way of a “whispering game”: for instance, a customer said something to a salesperson, who took this further to his regional manager, who then continued to the person responsible for the local sales organization, via a designated forum, and eventually it reached someone responsible for service development. In a whispering game, the message is virtually always distorted.

Instead of direct user/customer involvement, the main input was a customer survey, mentioned above, conducted every other year, resulting in a “hard number.” Even if satisfied, the number told little about why they were satisfied. One important issue when conducting a service design case is establishing a link between the service and business development units of the client company and its customers.

During the preparation phase, IndComp's business developer, Walter, met with the two designers from the design firm, Anna and Victor, on several occasions to set the scope of the workshop. These meetings involved:

  1. Why—set the aim and focus of the project, select the methods to use.
  2. What—decide on themes to be discussed, image selection, format of the workshop.
  3. Who—
    1. Decide on participants, responsibilities for selection, and the invitation of customers (in this case farmers and company representatives).
    2. Define and invite the “right people” for the final delivery meeting and the presentation meeting.
  4. Where—venue and time frame of the workshop.

In this case, IndComp was responsible for inviting its customers (farmers), and for the practicalities, for example, the venue, refreshments, and so on. A regional sales manager who had close relationships with the farmers was responsible for farmer invitations. The workshop included seven farmers, ranging in age from 45 to 65, who had AMMs and herds of between 160 and 200 cattle.

Veryday developed the workshop format, including content, processes, and materials. It was decided to use a method called Landscaping for the generative session, based on design dialogues (Brandt, Messeter, & Binder, 2008). The design company and the client chose the photos; they were vaguely connected with life on the farm, and were thus open to rather free interpretation and association. These initiated the discussions, whereby the participants are triggered into remembering various events or situations, and the dialogues occur around these.

The workshop was arranged around six themes exploring different aspects of these farmers' lives, as well as their interactions with IndComp: (1) preservice, (2) service, (3) invoicing, (4) emergency services, (5) purchasing automatic milking machines, and, finally, (6) working on the farm. The themes were prepared using preformatted sheets of paper and the farmers were asked to remember and tell about a particularly good experience as well as another bad one relating to these situations.

Action

The action step captures users' experiences through stories and images. It is important to have a framework for how to document the stories and for starting to make sense of these together with the users. The workshop participants included seven farmers, two company representatives who had made the preparations, and three designers.

After a presentation of the participants and the activity, the workshop started. The format was to work with the six themes in two parallel groups whereby each group worked with three themes (Table 16.2). A designer in each group took notes, documented the accounts using keywords and short sentences, and added an image to the prepared sheet of paper together with the farmers' narratives. Each theme session lasted for 30 minutes; in between these, the teams gathered and the situations were mapped out in a landscaped style. The aim was to make a collaboratively constructed landscape of the farmers' stories and experiences by the end of the day.

Table 16.2 Organization of the Workshop

Group 1 Group 2
Introduction 15 min Presentation of format
Session 1, 30 min Theme 1 Theme 2
Approx. 30 min Collaborative Mapping
Session 2, 30 min Theme 3 Theme 4
Approx. 30 min Collaborative Mapping
Session 3, 30 min Theme 5 Theme 6
Approx. 45 min Collaborative Mapping and summary

The facilitating designer moved between the teams, kept up the pace and motivation, and directed the construction of the joint landscape (Figure 16.3), positioning the sheets of paper containing descriptions in accordance with themes and experience.

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Figure 16.3 Schematic illustration of a constructed landscape of situations.

The introductory question for each theme was framed along the lines of:

  1. Service is about activities during and surrounding a service.
  2. How do you experience that the service of IndComp works?
  3. Describe some situations:
    1. Two typical situations where the service encounter works fine.
    2. Two typical situations where the service encounter doesn't work.

This phrasing focuses the discussion on experiences and situations rather than on discussing the extent to which the AMMs were functioning, or not. The designer on each respective team first noted down, on Post-its, both keywords and snippets from the stories while the farmers discussed the situation, then decided, in conversation with the farmers, on a set of important situations to report on, after which a note of them was made on the prepared sheets of paper together with an image. In Exhibit 2, we present some edited stories that were told by the farmers. Although these describe direct interactions with the AMMs, the emphasis in the stories is on the surrounding situation and context, that is, the role the AMMs and IndComp's actions play in the farmers' lives. Using the terminology of Chapter 1, these stories form the basis of finding issues, big and small, for “placing small bets” around customer insights.

Processing

The aim of processing is to make sense of the outcomes from the workshop. What do these stories really mean for a client company's service business? This is done through organizing the stories in relevant themes and formatting the insights in ways that are actionable for the client company. Combining and interpreting the input from the users and the company creates design narratives, later combined in scenarios, as will be presented later in the chapter.

Directly after the workshop, the designers and the business developer started debriefing the workshop experience. The main issues that came up included ongoing projects that touched on issues that had been discussed, the service strategy of the company, and new ideas that could be related to this. Three weeks later, the first formal interpretation meeting was held at Veryday at which only the designers took part in structuring, analyzing, and discussing the outcomes. As input they used the situations captured on paper, where the use narratives had been noted in the workshop. The short descriptions reminded them of the full story told at the workshop by the farmers. It was a full-day meeting at which the designers, Anna and Victor, told and retold accounts that they had heard, referred to the documentation, and also acted out short scenarios to understand their meaning. The whiteboard was initially used to note down interesting aspects. Soon they moved over to the computer to create a digital mind map. In this, topics were organized in relation to opportunities and tentative themes.

The following day, a meeting was held with Walter (business developer at IndComp) at which a draft of the insights and opportunities was discussed, the mind map being the main input. From the slides in the draft presentations, the focus points argued by Veryday included primarily understanding more about IndComp's service vision and its potential relationship with this particular project. They also discussed what value meant to IndComp and its customers, and where value is or could be created. The company's aims and visions were thus integrated with the farmers' experiences, situations, and expectations as a basis for constructing design narratives. After the meeting, the insights were shared and updated between the designers and Walter. The findings and insights from this early stage research were presented using two scenarios. The first scenario represents the farmers' situation today (2010), and the other a future scenario (2015). Needs, problems, possibilities, and everyday life practices were integrated into these scenarios.

Closure

The final step of the CTN method is called closure, where the project in its current state comes to an end and is summarized and communicated to stakeholders. The preparations encompass arranging the meeting format and inviting the relevant participants.

People were invited from different parts of the organization who held positions from which they could actually act on some of the results of the project. In total, eight key members of staff from IndComp participated. In addition to the service division manager and Walter, the participants were managers from national and northern European markets including the global service coach.

Veryday presented the two scenarios that described present and future situations, thus revealing the gap between them and IndComp's need to act with purpose in order to move its positions forward. The scenarios consisted of five scenes, each focusing on one specific situation discussed during the workshop. The scenes were the same in both scenarios. The representation of the Service Day used in both scenarios is presented below.

The first scenario talks about the service technician in positive terms; however, it seems as if he does not really have the support and tools to do a proper job. The main focus is on attending to the equipment itself, changing spare parts, and the like (Figure 16.4).

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Figure 16.4 Scene Service Day 2010.

In the corresponding scene in the 2015 scenario, many of the identified needs and problems are addressed via new service offerings. The farmer had ordered an additional wash, the service technician called to confirm his visit, the service protocols and other documents are accessible from different places. Thus, how the farmer wants to receive the service is in focus, rather than the way IndComp is capable of providing it today.

These scenarios, specifically the 2010 scenario, gave rise to a lot of discussion and involvement among the participants. The way in which the stories were retold and reframed by the designers made the farmers' situations and experiences urgent and important to act on for the organization. The design narratives helped them to empathize with the farmers, and to understand their perspectives.

16.5 Conclusion and Recommendations

This chapter has presented the increased interest in and need for servitization and the three basic steps that companies go through during the servitization process, and has argued that increased understanding of the customer is a prerequisite for this development. Further, service design is argued to be a design mind-set suitable for integrating a customer perspective. We presented the Context Through Narratives method exemplified using a case for moving toward an increased focus on customers' lives, contexts, and needs. In the following sections, we summarize this method's contribution to servitization and provide some hands-on advice about how to implement the CTN method.

Conclusion: CTN's Contribution to Servitization

Services demand a true understanding of the service from a user perspective, that is, the customer's processes and context. As illustrated by the case application of CTN, narratives widen the scope of information. From the workshop, the client company learned that it could not see the AMM as an “island.” It was a part of a system where other suppliers' components and products interact and result in the farmer's final experience with his/her AMM. Take, for instance, the broken computer, which the farmer regarded to be an integral part of the AMM, since it was used to control it. Nevertheless, IndComp took no responsibility for any hardware malfunctions and did not even have any spare computers in stock. This is just one example of how knowledge is gained that can be transformed later on into a new service whereby the supplier takes full responsibility for the farmer's system.

From a knowledge perspective, the narratives capture the use side of technology, including the often complex context wherein the products and services are intended to be used. Design narratives have proven to be a fruitful method of gaining vital knowledge when moving to the more advanced steps of servitization.

Prerequisites and Recommendations for Successful CTN Usage

The presented CTN method suggests an approach to understanding the user's perspective through the use of narratives. The method is composed of four steps, all located in the first diamond of the Service Design process: preparation, action, processing, and closure. Each step puts the focus on different issues that need to be solved, negotiated, and attended to, as illustrated in the case. We strongly recommend that client representatives in service development or staff in customer responsibility positions are present at the workshop. Their role is to listen to the users' stories directly and not to defend the company. Below, we present checklists used to facilitate the workshop, and the analyses and interpretation steps:

Checklists for Implementing the CTN Method

Ahead of the workshop:

  1. img Invite knowledgeable and experienced participants: users and employees in service development positions.
  2. img Define subject areas covering the entire user experience and surrounding events.
  3. img Formulate experience-oriented questions for initiating discussions.
  4. img Prepare documentation templates for noting the users' stories.
  5. img Prepare images that show different situations from the users' day-to-day lives for triggering discussions.

During the workshop:

  1. img Be open and attentive during the workshop; the aim is to obtain and understand the users' stories.
  2. img Let the users present and describe their situations in their own words when constructing the landscape of use narratives.
  3. img Make notes on sticky notes, then on the situation template, and add images selected by the group.
  4. img Construct the landscape collaboratively with the participants.
  5. img Document the full landscape using photos.

Analyses and interpretation:

  1. img Revisit company visions and strategies for identifying where the use narratives can complement, strengthen, and/or threaten existing ideas.
  2. img Read and retell the use narratives with the purpose of remembering the nuances and aspects of the original story; pose the question “What are these situations ‘really’ about?”
  3. img Involve company representatives in aligning with company visions and facilitating implementation.
  4. img Cluster the use narratives according to affinity, good and poor, pros and cons.
  5. img Identify problematic and good situations, as well as possible solutions; allow for iterations with next checkpoint.
  6. img Combine use narratives and company visions.
  7. img Create design narratives, based on present and potential futures, for example, scenarios identifying gaps.

As described above, the users' stories (use narratives) are to be noted down on preformatted sheets of paper; sticky notes may be added containing keywords or adjacent stories; images that bring life to the story are to be added (Figure 16.5); and the paper is to be labeled “good” or “poor” to depict the quality of the experience.

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Figure 16.5 Example of a documented use narrative for a given situation.

CTN explicitly puts the focus on the end consumer's situations and priorities. Companies using this method will thus need to be open to fresh input and prepared to change their own perspectives accordingly. Although stories are told and collected in various forums, we see, in this case, that design competence is vital when it comes to interpreting and transforming the users' stories into actionable knowledge for the company. Design competence is also important when it comes to framing the situation and posing questions aimed at experience rather than functionality.

However, if the firm's strategy is to move along the servitization continuum and to fundamentally change how customers' experiences and contexts are taken into account regarding service innovation, then the company will need to develop internal design capacity. Servitization will also affect the company's strategy; product features will no longer be the focus of selling, but offering solutions to the customer will be. The link with strategic reframing turns design work into something that cannot be handled solely by external consultants, but by in-house staff. This can be done in two supplementary ways—first, through the internal learning of design methods and tools, building up internal service design knowledge and facilitating skills across different functions, for example, by using the CTN method.

Second, because we have presented the role of the designer in the above case, we firmly believe that professional design knowledge plays an important role in interpreting and articulating design narratives. Thus, we additionally suggest developing internal design capacity by employing professional service designers as a resource spanning across the marketing and research and development functions. Thus, the user's perspective will be integrated strategically and professionally within the organization.

The CTN method is a well-tailored method whose purpose is to explore, expose, and articulate what the service provider's offerings will actually achieve in the customer's life, for better or worse. Additionally, the method includes tools for designing and proposing new offerings.

References

  1. Brandt, E., Messeter, J., & Binder, T. (2008). Formatting design dialogues—games and participation. Co-Design, 4(1), 51–64.
  2. Magnusson, P. R. (2013). Service innovation in manufacturing. Managing industrial service in dynamic landscapes—A flexibility perspective: MTC., Fredrik Nordin, editor. Östertälje tryckeri, Sweden.
  3. Wetter-Edman, K. (2014). Design for service: A framework for articulating designers' contribution as interpreter of users' experience (PhD dissertation). University of Gothenburg, Sweden. (No. 45)

About the Authors

Dr. Katarina Wetter-Edman is Senior Lecturer in Design at Karlstad University and holds a master of fine arts in industrial design from HDK-School of Design and Crafts, Gothenburg University. Dr. Wetter-Edman has 10 years practical experience in industrial design and design management. Her research focuses on articulation of the emerging field of service design, Design for Service, the potential contribution of design practice and user involvement through design. She has an increasing interest for the role of service design in the public sector.

Dr. Peter R. Magnusson is Associate Professor at the Service Research Center at Karlstad University, Sweden. He holds an MSc in electrical engineering from Chalmers University and a PhD from the Stockholm School of Economics. Dr. Magnusson has 20 years' practical experience in research and development in the computing and telecommunications industries, working for companies such as Ericsson and Telia Sonera.

His research focuses on new product/service innovation, focusing on open innovation and user involvement. He has received several nominations and rewards for his research and has been published in leading refereed journals, including the Journal of Product Innovation Management, Journal of the Academy of Marketing Science, Journal of Service Research and Creativity, and Innovation Management.

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