The end of discovery research?
I remember when it was normal for me, as a designer in an organisation, to be the first person to talk to a customer about what their experience was like with said organisation. It was exciting, we were breaking new ground every project, finding out stuff that in hindsight seems obvious but at the time was revolutionary (“Can you believe, customers have added WAIT as a stage in your process?”).
The first few weeks of every project would be spent doing one-on-one interviews with customers. Diving deep into their experience, getting up to speed with what was happening, going down rabbit holes, and then spending several more weeks looking a wall of post-it notes to make sense of what we heard.
I’m starting to think those days are over, for a whole lot of reasons, some of which I’ve listed below:
- It’s already been done. These days, many organisations already have bucket loads of customer research. There’ll be research reports from all the previous design projects, plus market research and surveys, a huge range of other data and statistics, and maybe even academic research into the broader field. It hasn’t necessarily helped with any given organisation getting a good grasp of their customers’ needs, and I know, you don’t trust the quality of the work that’s been done by someone else. But it still exists, and diving into a new round of discovery research feels… self-indulgent?
- It pretends there’ll be a moment in time when we know what the problem is. In fact, the problem can rarely be articulated as one thing. It’s almost always a whole range of factors that are intertwined, complicated, and always evolving. An approach that assumes we can have a fixed problem statement, doesn’t lend itself to adapting either as our knowledge expands or the problem itself changes.
- It separates the problem from the solution. When we’re trying to solve for something, the solution is an integral part of the problem. People’s experience is crafted by how the solution is currently designed, so if we’re trying to change that experience, we should be doing it in the context of how the solution is working and will work.
- It encourages reflection rather than action. I’ve never met a designer that didn’t love research, but that can lead to a tendency to dwell. To keep digging, find out more, confirm our findings. We need to be more focused on what we’re going to change, in order to make a difference.
Fundamentally, I think we’re telling ourselves a lie that discovery can identify the problem, in a way that will let us do anything about it.
Don’t get me wrong, I still want to do exploratory research with customers. I just think we need to rethink how we go about that.
Beyond the Double Diamond
Everyone’s old favourite model, the UK Design Council’s Double Diamond, posited originally (and with reason) that we needed the discovery phase because too many projects started with a false idea of what the problem was.
This rationale for doing discovery still exists. Despite how far we’ve come down the service design path and the swathe of existing research in almost every field (if not every organisation), too often we don’t have a clearly defined problem. Or people aren’t aligned around the problem, or they’re making assumptions about the problem, or they’re wrong about what the problem is.
So, we need to think about a different approach.
Playing between the problem and the solution space
Assuming we can access the existing research, we’ll find existing hypotheses about what the problem is, and what’s working and what’s not. Start there. Instead of ignoring what’s already known, take it on board and play between the problem space and the solution space from the start.
The idea is that by putting solutions out there in a very draft format, we learn more about the problem space and can evolve solutions accordingly.
In practice this means:
- We’re still researching with customers, but we’re doing it iteratively and with prototypes to test our thinking, rather than an open ended discussion guide.
- We still start each session with open questions (ie. “Tell me how this currently works for you”) so customers can prioritise what’s most important to them, and identify what’s working and what’s not.
- We then use some form of artefact—paper prototypes or concept cards for example—based on what we already know, to provoke a response. Remembering this is not about yes or no answers, it’s about understanding the rationale behind why something is of interest or not, to feed into our understanding of both the problem and the solution spaces.
- We’ll need several rounds of customer research, with some time to reflect in between, to reiterate our understanding of the problem. Each round should involve iterating prototypes, probably creating new ones based on what we learned, with the artefacts getting more detailed as we go.
In conclusion…
This is now my preferred approach to design challenges. It’s truly iterative and keeps the focus on learning from start to finish. It’s a win-win situation. The organisation is happy because we’re building on what they already know while moving straight into action, and we’re happy because we’re getting customer input into our solutions right from the start.