Phase 4: Develop Live Services

Unit 2: Incubating in InnovationRCA

Turning an idea into a business

In this unit:

The aim was to take a service concept and turn it into a functioning service that can exist in a live marketplace in a way that it can de-risk investment. 

By incubating in the RCA’s entrepreneurship and commercialisation centre, the project can validate its hypotheses through more robust experimentation. 

In doing so, it can demonstrate user engagement, user impact and viable strategies for monetisation that can ultimately lead to investment and the continuation of the project on its path to its next round of investment and development.

Process overview

One of the studio teams joined the lab team to develop their service in-house. The other team took a different route. They applied for the InnovationRCA start-up programme and the client was one of their investors. InnovationRCA is the Royal College of Art’s centre for entrepreneurship and commercialisation, helping staff, students and alumni transform compelling ideas into successful businesses. Their start-up programme provides incubation and acceleration services, together with expert coaching and business mentoring. 

The studio team decided on this route because their objective was to turn their idea into a business, setting up a company, getting fundings and launching the product on the market. The concept was initially known as Spark, a service that helps people discover their financial personality to align it with their consumption, helping them make better financial decisions and achieve financial health and wellbeing.

The team planned to launch an MVP in the market, delivering the simplest version of the app with a limited budget that could still provide value for the users and get a high number of engaged users.

The process encountered some obstacles due to Covid-19. 

The first challenge was a shift in how investments are made, as fewer people are willing to fund risky businesses that focus on market growth before income growth, preferring instead strategies based on monetisation and profitability. This new context posed a big challenge for the team, who had to make changes to their initial strategy. 

The second challenge was working remotely, for which the team had to adapt and creatively improve their way to work and communicate.

 

01

Joining the Innovation RCA start-up programme

The first stage the team went through was setting up the company and joining the InnovationRCA start-up programme. During the registration of the company, which made them a legal entity, the team also had to negotiate the shareholder agreement between the newly formed company, the client as the sponsor organisation, and InnovationRCA. Once they settled the agreement, the team started a mentoring program with InnovationRCA, through which they received support to prepare the pitch for potential investors and fundraising events.

Activities

Activity 01.
Creation of the company

The first thing the team had to do was to register the company through Companies House. Companies House is the United Kingdom’s registrar of companies and is an executive agency, which falls under the remit of the Department for Business, Energy and Industrial Strategy. The first obstacles the team encountered were finding a unique name for the company. As the name previously chosen for the app was already in use, they went through a new process of renaming and registered the company as Quirk Money ltd

The procedure to create the company also required other administrative steps, such as getting business insurance, partnering with accountancy for tax records, employment and founders agreements, as well as stocks and shares. The most time-consuming aspect of the company set up procedure was negotiating the shareholder agreement. The process required different rounds of negotiation with both the client as a sponsor and InnovationRCA.

This required the provision of unbiased legal advice that they found through a free service provided by a London university, which works in partnership with master students and legal firms. The shareholder agreement allowed the team to settle the conditions between co-founders, employers and investors at the inception of the company, as well as determining the Board of Directors’ participation.

Activity 02.
InnovationRCA mentorship

The mentoring programme provided the team with ongoing support at individual biweekly sessions throughout the entire process, from the creation of the company to fundraising. They also had access to a series of masterclasses on specific topics around how to launch a successful business. Another part of the programme included the Investment Readiness Program. During this intensive period, the teams were invited to pitch their ideas multiple times a week, first to the internal team at InnovationRCA and then to external advisors, practising the delivery of their pitch decks in a short amount of time and refining the narrative. The objective of the programme was to get ready to pitch in front of a network of angel investors during a dedicated event organised by InnovationRCA. 

Activity 03.
Pitching and fundraising

The most time-consuming activity for the team had been the fundraising, which extended for many months across the various stages. They had to refine the pitch multiple times, trying to balance and reconcile what investors think may be a good investment and what users actually want. This tension was especially evident for the monetisation strategy. On the one hand, users favour free services, on the other, investors want reassurance (especially in a time of Covid-19) that the product/service will be profitable in the short term. Investors also have preconceptions about the financial technology (fintech) industry, based on many failed businesses. 

For the team, fundraising posed a big challenge, as they put huge efforts into making the pitch appealing to investors while being conscious that, at the end of the day, it is the consumer need that drives the business forward. Fundraising did, however, also lead the team to get more exposure with people and businesses in the industry who became aware of their company and started to follow the updates.

02

Conducting research

The research conducted by the team at this stage was no longer exploratory, as it had been for the ‘explorations’ and ‘propositions’ research stages. Instead, it was intended to help refine the concept, and understand how to build the MVP. The team conducted market research and a competitor analysis to define their positioning in the market and adjust their business model.
During this phase, the team explored the options they had for IP (Intellectual Property) protection and found that there was hardly anything that could be legally patented. It is often difficult for services to be patented, given their intangible nature. Instead, the team registered copyright on the ‘financial personalities’ they had developed within their proposal and filed a trademark for their brand and logo.

Activities

Activity 1:
Focused research

The objective of the team’s research, at this stage, was to understand how to transform their concept into a fully functional financial product. The team conducted academic research to explore in greater depth the theories behind their value proposition. In addition to desk research, they interviewed professors with expertise in the field and worked with psychologists to develop a more robust personality test that would help identify ‘money personality’ types.

They learnt how to manage data, which would be one of the core aspects of the service. To do so, the team worked closely with data analysts, who helped them make sense of their data and know more about machine learning models and statistics. Their research also helped them navigate the regulations, the legal considerations, and the privacy and GDPR requirements involved in building a financial app.

Activity 02:
Positioning of the company

Another considerable area of research was on the market, to understand how to better position themselves in the current competitive landscape. One of their early findings was that fintech is an extremely crowded industry; however, there are only a very few big players. The team focused their research on examining and understanding what is already out there, what features are already available to the users, and how much they cost. This research helped the team define where to position themselves as a different and unique offering, both to catch consumers’ attention and for the investors.

Sector analysis

Sector analysis is an assessment of the economic and financial condition and prospects of a given sector of the economy. Sector analysis serves to provide an investor with a judgment about how well companies in the sector are expected to perform. Sector analysis is typically employed by investors who specialise in a particular sector, or who use a top-down or sector rotation approach to investing.

In the top-down approach, the most promising sectors are identified first, and then the investor reviews stocks within that sector to determine which ones will ultimately be purchased.

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Activity 03.
Business model

An essential part of the work done at this stage was around their monetisation strategy and the creation of a business model. This was especially necessary in the light of the Covid-19 pandemic, which led to investors being more risk averse. 

Before Covid-19, it was considered acceptable to focus purely on growth during the first years of the business, even without making profits. However, the situation changed so that investors began looking for assurances of company profitability early in the process. 

The team had to create a more robust business model, which increasingly drew more focus on their pitches to potential investors.

03

Designing and developing the MVP

The design and development stage was dedicated to the improvement of the user experience and user interface. Once the team agreed on which features to prioritise and what their MVP could be (the simplest version of the app they could build in order to deliver the value proposition), they started designing and testing the different elements, before handing over the work to the development team. Covid-19 posed a big challenge for the team, who had to switch to working remotely for designing and testing of the app.

Activities

Activity 01.
Design of the app

 The team went through many steps to reach the design of the service, now called Quirk. Firstly, they had to define a clear architecture and go through the scope of the app to see if their plans would fit in the timeline of the developers. The team started engaging with the developers early on, to make sure what they were creating was feasible in the desired timeframe. Then, the process of designing the user interface and user experience was quite fast, having multiple rounds of prototyping and testing using a fast-paced, iterative methodology that allowed the team to get everything done in only a month.

They started with paper prototypes and then they developed clickable (but not functioning) prototypes through incremental improvements. The team created multiple versions of many different forms to understand how people engage with the concept, how to structure the experience of the service and how to brand it. They also conducted usability testing on the design, testing interactions and language.

 Their personality test required further testing, so the team launched it online in the form of a website, to get more people involved and to receive feedback while collecting the contacts of potential users.

The design of the app also required the creation of new branding. Once the team defined a name, they worked on the logo, tagline, colour palette, visual style and tone of voice that would be applied across the multiple platforms where the business would be active, including all social media channels.

User journey

This tool helps you identify how the users would experience your product.

Take into consideration key phases, including the moment they become aware of the service, the first and the continuing use until the moment they leave.

Start from a low fidelity version, as you proceed you will include more detailed touchpoints and actions.

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Activity 02.
Positioning and trust

Another critical area of consideration for the design of their service was around trust, because the service  dealt with sensitive information and requested users to link their external bank accounts. There was therefore a delicate set of design decisions to make about when it is best to ask users to link their bank accounts. These decisions required multiple rounds of testing and trialling. One of the main takeaways from the trial was that users needed to take some value from the app before being asked for personal information.

The personality test was a good response to that need. It was an excellent way to build trust because it allowed users to take the test, learn about themselves and then see what the rest of the service offered before being asked to add their accounts. The team tested many aspects of bank account linking, from when to prompt it, the language used, and the communication of the privacy policy. All these tests made it possible for the team to optimise the engagement with users and reduce the drop-off.

Activity 03.
Development of the app

As mentioned earlier, the involvement of the developers started before the actual development of the app. The quality of the relationship between the team and the developers was essential; it required honesty and good communication on both sides and ultimately resulted in the smooth development of Quirk.

 The team came up with an efficient system to ensure clarity when communicating with the developers. They shared every screen with details on the visual appearance for each section of the app, together with the user experience flow. They also included a list of features based on the priority they should be given, specifying which ones were a must-have versus a nice-to-have. They used a document to collect questions from the developers, where they would point out what was not clear and needed more details.

Before building every part of the app, they would have a discussion with the developers about potential technical limitations and timeframe for the development, so that the team could make an informed decision on possible adjustments and changes. Given the limited time and money they had at their disposal, the team wanted to make sure they would not deliver unnecessary features and avoid things like animations that would slow down the development. It was an agile way of working with the development team, which  ensured efficient quality testing.

They also created a system to record bugs and changes to be communicated to the developers. To keep track of the updates, they asked the developers to record the status of the fixes, so that the team could check them.

04

Promoting and releasing the app in the market

This stage of the process is the final stage covered by this methodology, although, as with all services, the learning and development goes on.
At this point, the body of work is divided into two stages that are focussed on the fine tuning of communication and promotion strategies followed by the ultimate release of the service in the open market. The methodology presented is a great example of how rapidly responding to what the market shows you, enables a constant evolution, and in this case, led to some successful strategies.

Activities

Activity 01.
Promotional strategy

As stated previously, one of the challenges for the team was building trust, particularly when communicating the nature of the service in their promotion. People were sceptical when sharing sensitive information such as bank details and were inclined to believe their data may get stolen. Additionally, regulators of open banking are not directly connected with consumers, so there are significant misunderstandings.

The team had to test different promotion strategies to ensure users that their data would be safe and secure. These tests revealed another problem, which was that certain types of communication made users mistake the app for  a banking service. It was therefore essential to differentiate Quirk from a bank as it could significantly raise users’ expectations of features h and cause friction in the onboarding process. 

Through these tests, the team started to grow an audience and collect contacts of potential users long before the release of the app. They also built a social media presence, posting regularly and getting followers. To increase engagement, the team began creating original content to share through different channels, such as articles around financial topics and the FIREside chats with personal finance micro-influencers, which helped the team reach a bigger and more targeted audience. Through blog posts, they got more and more people visiting their website and signing up for beta testing or early access to the app.

 The team also relied on some paid promotion, such as promoting posts with a small investment of money or advertising on social media, which often resulted in a significant return of traffic to their channels or helped them collect contact information of potential future users.

To keep these potential users engaged, the team set up a weekly newsletter to engage with the community, providing money news and finance tips. They also experimented with unusual channels; but, they ultimately focused on the few that would allow them to grow more and faster in the long term. One of the unintended consequences of experimenting with different engagement strategies was seeing them get copied by competitors with more visibility. However, for the team, the effects were minimal.

The last strategy the team used to get recognition was using a platform that allows makers and marketers to launch their products or services and get in touch with their first real users. The team promoted their personality test and received positive votes and reviews through this platform and even got featured, which allowed them to grow an even bigger audience.

Overall, the promotion strategies were very useful and successful. With a minimal monetary investment, they were able to engage and reach a significant number of potential users before the launch. One of the critical factors of success was having something already built and shareable – the personality test – to show the value of the service.

Online advert testing

This tool helps you minimise the cost of your main advertising campaign when you launch the service by running preliminary advert testing. Design different adverts that test variations in your advertising strategy. Create variables in things like the problem you present, the framing of the solution, the users you target, the image you display or the text and calls-to-action.

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Activity 02.
First launch on the market

At the time of the writing of this section, the Quirk app is currently in beta testing. 

The team launched ads on social media to get more targeted users and used an online form to collect information about their suitability for receiving the beta version. The team encountered some difficulties at this stage, as emails collected did not automatically translate into users who installed the app. Another challenge was the inability to recruit users from outside the UK, meaning that for every 50 emails collected, they got approximately ten installs.

A good strategy adopted by the team was not to have a big launch immediately after the release. Instead, by having users grow gradually, they managed to spot bugs and fix them, before reaching more people. It was also possible for them to mitigate the effect of issues in the app by personally emailing users when something was not working, or when people were not finishing the onboarding. Giving access to the app to only a few users also helped the team build a feeling of exclusivity, which led to more engagement from these early users and higher-quality feedback.

At this moment, the team has 100 people using the app regularly, and they plan to get 1000 active users before launching it to the public.

Case Studies

Live Services

Edit

Edit is an app that helps you fill your daily routine with more positive actions than smoking. It’s not about quitting cold turkey or feeling like a patient. It’s just about trying new things and seeing if they work for you and your lifestyle.

Live Services

Quirk

Quirk is a personal finance app that helps young people learn about and manage their finances according to their personality and interests so that they can ultimately make better financial decisions that align with their life goals.

hold-hero-image-xploratory

Live Services

Hold

Hold is an app that gives people the personal space to let out whatever is on their mind and relax knowing that it is stored safely. It helps people give structure to their internal dialogue making self reflection become more effective.

Would you like to know more?

Let's find the place to think, the freedom to challenge and the capability to act on real change. Together.

Phase 4: Develop Live Services

Unit 2: Incubating in InnovationRCA

Turning an idea into a business

In this unit:

The value propositions of the previous phase are transformed into live services that can be tested in the market. 

In this section, the process focuses on the development of services within the In-house team, which had been selected for investment by the client because they not only represent an opportunity for commercialisation, but also a strategic value beyond monetisation (for instance, for the collection of data or the testing of technologies).

The aims of this unit are about defining success criteria and redesigning the proposition to extract maximum strategic value for the client, before developing the services, releasing them into the market and analysing their value.

 

Overview

One of the studio teams was selected for investment, but instead of setting up independently or as part of Innovation RCA, this studio team joined the lab team for incubation. 

The in-house development unit considered the work of the lab team and the work of the studio team. However, in this unit, the process will be explained following only the work of the lab team, but references to process signify the process of both the lab team and the studio team being incubated.

The development of services in the form of MVPs required a shift of focus from defining the value proposition to designing a user experience that reflected the value proposition. Most of the work done developing the MVPs was aimed at testing the user experience, in particular the impact and engagement for the users.

There were two main rounds of testing: 

  • The first round was to prove the concept and assess impact and engagement, which had been conducted with recruited users; 
  • The second round was to look for market fit with the development of an MVP to be released on the market.

The approach they followed for testing the MVPs was again based on the build-measure-learn feedback loop from the lean startup methodology. However, for the development of the MVP, the lab team introduced the agile approach, which is an iterative way of working with the development team, based on incremental delivery and rapid iterations.

Overall, the testing of the MVPs was greatly influenced by the technological capabilities of the in-house teams. The application of artificial intelligence, which was the main component in the propositions, was not feasible at this point. Therefore, the options were to either create a concierge MVP, where the AI would be just simulated or to make a completely functioning MVP able to test impact and engagement of the value proposition without the use of AI, and its associated features. Both teams opted for the latter.

The main questions to answer were whether the product could fulfil the value proposition, (ie. if it could be of value for the client and the user), but also if it could collect meaningful data for the client’s AI team (to train the algorithms they were working on). Answering these questions meant assessing the success of the services in a live market environment.

 

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Scenario

Religious Malleability

Religious structures could feel unstable in their ethical foundations as they shift in reaction to threats from the World. It may be difficult to find a community to put your faith into because it could become difficult to distinguish between religious practice and an organisational/commercial service.
01

Defining a design research strategy

During the previous phase a proposition called EQLS was selected as it proved to be engaging, aligned with the client’s strategy and could provide data for the client’s AI team. The EQLS proposition aimed to help people with anxiety through conversation and self-learning empowered by artificial intelligence.

The main challenge was to create a user experience that took into account the technological limitations of the MVPs, but still experimented with the experience or mechanisms of the value proposition. Because the application of AI was not feasible at this stage, the lab team took a step back and considered other options that could deliver the elements of the value proposition. In particular, they explored the structure, context and framing of conversations and other internal or external processes that encourage self-reflection and could have a meaningful impact on people’s self-reflection and anxiety.

Using this new lens that focuses the research on the theory of self-reflection instead of the technology, the lab team defined a new strategy for prototyping of the service. This, coupled with an updated set of the strategic questions, user segmentation, and technology assessment enabled them to plan the next steps by defining the scope of the two MVPs.

Activities

Activity 01.
Update of strategic questions

Following the learnings from the testing rounds of the proposition, and the feedback from the client, the lab team started to refine the strategic question, for the selected concept. In this phase, they planned to build a working service that would be tested with the general public.  Therefore, it was necessary to adapt the strategic questions, considering a more market-oriented approach.Consequently, they shifted their approach and strategic question concerning reducing anxiety —from technologically driven mechanisms, AI characters and chatbots, to more personal and human mechanisms of self-reflection.

Activity 02.
Segmentation and recruitment strategy

In light of what was observed during the previous testing of the EQLS proposition, the lab team considered doing more research on potential user segments. The interviews with users for testing the proposition, had disproved some critical assumptions and uncovered new possibilities for the user hypothesis.

A key finding was that users who experience high anxiety and frequently reach out to friends, family and professionals to reflect on their emotions, were more likely to have overcome stigma associated with self-reflection, and they were therefore less inclined to try new methodologies.

Consequently, the lab team expanded the research to users who had less experience in dealing with their anxiety and would benefit from learning how to practice self-reflection. To recruit these new users, they used an external recruitment agency, providing them with an updated brief and further screening questions to identify the right people to interview.

Activity 03.
Technology assessment

After the discussion with the client about the technical considerations for the creation of the MVPs, the lab team decided to limit the use of AI applications in this phase of the development. Instead, they experimented with other ways to simulate conversations within a digital device. The idea was to be able to test the mechanisms, and once validated, they would eventually build out a machine learning version over time.

So, the lab team researched simple rules-based chatbots, exploring what options were available to use, and how they could integrate them with online platforms and other channels. They also looked at Natural Language Processing and voice detection services that were available off-the-shelf. This technology assessment helped the team understand the limitations of the development, and define the scope for the MVPs.

Activity 04.
Scope of MVPs

Based on the technology assessment, the lab team defined the scope for the MVPs, considering their budget and reach. Since the next objective was to test impact and engagement, there was a clear need to create functional prototypes that users could really experience. This initial prototype could de-risk investment in the building of an actual product, which could go on to  find the correct fit in the market.

Based on these considerations, the lab team eventually decided to have two different MVPs: 

  • One to test with recruited users, based on a web app – something more flexible, fast and easy to develop
  • Then, depending on how successful the testing had been in terms of impact and engagement, they would invest more money and create a native app to launch for the general public on the app stores.
Activity 05.
Research and prototyping plan

Based on the decisions made regarding the scope of the MVPs, the lab team outlined a plan for the next stages of research and prototyping.

The plan detailed the research needed to adapt the value proposition to the new strategy. This involved more in-depth research into the theories and frameworks of self-reflection, more primary research with the newly defined user segment, expert advice in the field of psychology and behavioural science, and finally research on the competitive landscape to help decide where to position the service in the market.

Additionally, the lab team also planned out how to  conduct the experiments for the two MVPs they were going to build. For the web app, they decided to conduct a week-long trial with the recruited users, to be able to observe their use of the app over an extended period of time. Using recruited users would allow the lab to measure the impact of the service on the users and to track changes in behaviour and patterns through more extensive interviews. Monitoring a small group of users for the entire duration of the interaction with the web app would allow the team to collect meaningful qualitative data.However, for the native app, as they were planning to release it to the public, the focus was more on the collection of quantitative data and on tracking the frequency and types of usage. For this reason, they planned an experiment with detailed and robust data collection from the app and to use an external service to track analytics in real-time.

02

Reframing user and value hypotheses

The new objective for the lab team was to explore the potential of digital conversational tools to make self-reflection more accessible and impactful. Based on this new direction, they went through an additional discovery phase to improve their knowledge of the topic and market, conducting research through different means. This was to expand their understanding, but also to validate some of their critical assumptions.

They first conducted desk research on the theories and frameworks for mental health, to understand what the conditions for self-reflection are and how to create those conditions. They also delved into market research and competitor analysis to gain a better understanding of what was already available to users and where to find opportunity spaces in the current market landscape.

In parallel, the lab team conducted primary research with the new target users to understand more about them, their understanding of self-reflection and the issues they have with it. To explore these issues more, they also talked with experts and learnt more about the steps and triggers of self-reflection and the digital therapy services that were available.

The research uncovered some key findings, such as the benefits of creating calm and clarity through self-reflection, without the need to get into more therapeutic mechanisms, and how the problem of anxiety affects a much broader range of people than initially thought. All of that served as the basis to reframe with more detail the target user and the opportunity statement.

This is the phase where it makes a lot of sense to get visual. Especially when running this long in longer form, sketching out ideas into flows or stories is quite helpful. John Makepeace Managet at xploratory

Activities

Activity 1:
Desk research

Using desk research methods, the lab team explored other frameworks and theories for mental health and happiness. One of the main insights from the testing of the propositions was that there was an excellent opportunity for self-reflection as a way to deal with anxiety and improve wellbeing.

The desk research helped the team to think beyond the technology when designing the solutions and focus more on the mechanisms that could trigger effective self-reflection. They researched by consulting articles and resources to understand the problems of relevant mental health issues and identify the main barriers to mental health services in the UK.

They also explored psychological models for therapy and counselling, both traditional and digital, as well as explored the theory behind self-reflection and how it works. This activity is essential, as the theories behind the development of the concept up until this point were based on assumptions and research with users. The desk research helped the lab team prove or disprove their hypotheses.

Activity 02:
Market research

 In parallel, the lab team also conducted market research and a competitor analysis. This type of research was useful to get a good understanding of what was already in the market and what competitors were doing, identifying potential opportunity areas to differentiate the offer from what was available to the users.

The lab team focused their research on the main competitors that provide services around mindfulness and wellbeing, self-reflection and therapy support. They examined their strategies and features and how they positioned themselves in the market space. They compared the strengths and weaknesses of each service and the types of audiences they were targeting, which helped to uncover the spaces still not filled by the competition.

Another analysis was made about branding. It was important for the lab team to be aware of how  their main competitors branded themselves, to understand trends and patterns around the same topic, but also to make sure to create something distinguishable in the market and easily recognisable.

Competitor analysis tools

Competitor analysis:

Use this template to analyse and breakdown key attributes of your competitors, including values, visual aspects and features. Use one template per competitor.

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Competitor analysis overview:

Use this template to compare key elements of competitors in your marketplace against your concept and against each other, and then categorise them.

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Activity 03.
Primary research

At this stage, the lab team conducted primary research based on their new user segmentation strategy, which had been defined through the value proposition experiments of the previous phase. During those previous experiments the original users, ‘the self-declared anxious’, revealed that, although self-reflection was useful for them, they did not see the value of an external conversation agent, because they were already able to practice it on their own. Based on these discoveries, the team decided to investigate opportunities for another user segment, which experiences lower levels of anxiety, but is less familiar with self-reflection techniques and would benefit from the service.

The lab team conducted face-to-face interviews with recruited participants. The sample scope was designed to be broader than the previous time, giving the lab the possibility to uncover multiple points of view and new user segments. This time the research focused more on the understanding of the user, and their opinions around self-reflection, giving much less importance to the current concept itself. This research phase was more about exploring the topic and less about validation.

The lab team also interviewed some experts in the field of psychotherapy and behavioural science to delve into the methodologies and tools used in cognitive behavioural therapy (CBT) and counselling. In addition to these interviews, they also conducted another round of guerrilla research (as in the first phase).

This type of research is conducted in public spaces and it aims to get quick feedback from people on the street. The lab team prepared a set of questions about how people feel, behave, reflect and express themselves and then went to specific locations where they might find their desired users and approached them for these on-the-spot interviews.

Through primary research, the team was able to build valuable insights about people’s barriers to, and methods for, self-reflection. This enabled them to form new hypotheses about who faces these problems most acutely, in what way, and how these challenges could be tackled.

This tool helps you to form a persona through key insights collected during your research and highlight their problems, attributes and goals.

User persona

This tool helps you to form a persona of key insights collected during your research and highlight their problems, attributes and goals they have.

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User landscape

This tool is used to create an overview of users and define the attributes which might influence the users relationship to the problem. Select an influencing attribute for the horizontal axis and place users horizontally in the map relating to high or low extremes of that attribute. Then either select another attribute for the vertical axis, to see what relationship it may have to the first, or use the vertical axis to examine the transformation you hope to see in your users in order to directly show the impact of your first attribute on your objective. Creating different landscapes will allow you to explore the influence of different attributes which can help determine what attributes are of importance or which users to focus on.

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03

Reframing the value proposition

After defining the new user and value hypotheses, the lab team proceeded to reframe the value proposition (the proposed service concept).
Based on the research conducted on self-reflection, the new user segment and the technological assessment, the lab team took a new approach, which was less focussed on the use of artificial intelligence. The new objective was to get mildly anxious people who were not reflective to reduce their anxiety by learning how to self-reflect or simply engaging in the practice more. That meant that the new value proposition had to meet new criteria and expectations. First, the lab team used their research on the market to define their market positioning, and once assessed and agreed on, they focused on the mechanisms of impact that would allow users to self-reflect in an easy and accessible way.

Activities

Activity 01.
Competitor orientation

Following the market research and competitor analysis conducted by the lab team, the next step was to identify where they wanted to position themselves in the market.

Based on the market research, they decided where to position the service amongst the current offer of apps and services around mental health and happiness, choosing the digital therapy service category. They also identified the elements that would give them a competitive advantage, improve accessibility for users and distinguish themselves in terms of branding and interactions.

Through the competitors’ analysis, the lab team established that most of the apps and services available tend to be either explicit about the mental health aspect or to hide it behind gamification. Based on these insights, they decided to position themselves in a more neutral space, letting the users choose how to interpret the service based on their individual needs, not hiding mental health aspects but focusing on cathartic or meaningful experiences that the tool could provide. 

Market landscape

This tool is used to have an overview of the market landscape by comparing the positioning of your potential competitors. This helps you to identify gaps in your market segment that aren’t currently filled so you can differentiate your service from the others.
Try different combinations of influential attributes as the axis variables, in order to compare your competitors. These attributes should be characteristics of features which consumers depend on to make decisions.

 

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Activity 02.
Mechanism of impact

After the technology assessment and the research conducted on the methods to trigger self-reflection, the lab team started to consider which mechanism of impact to use that could be prototyped in the new value proposition. This mechanism had to be implementable in a web app, which was the first MVP they decided to develop for testing with recruited users. Moreover, it had to allow the team to measure the impact on the users in both the short and long term. 

Based on the research, they found an opportunity space around the use of conversational interfaces. In particular, they discovered that engaging in conversations with an ‘other’ had tremendous value for users, even if that ‘other’ was not a real person

Conversational interactions seemed to encourage the user to reflect in order to express in a way that can be communicated, and in turn allowed them to look at or hear their thoughts as though from an external point of view, triggering greater self-awareness and self-reflection. They decided to test such a mechanism through the development of the first MVP.

Use cases

This tool is used to have an overview of the market landscape by comparing the positioning of your potential competitors. This helps you to identify gaps in your market segment that aren’t currently filled, so you can differentiate your service from the others.

 To compare your competitors, try different combinations of influential attributes as the axis variables. These attributes should be characteristics of features which consumers depend on to make decisions.

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Design objectives

This tool helps you identify the main problems the users would experience in their current journey and structure objectives that could overcome these issues in your new service proposition.

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Activity 03.
Positioning options

Once the lab team had agreed on the mechanism of impact, there should have been an additional activity to define potential positioning options. Positioning options are alternative ways to design and deliver the value proposition, considering different narrative framings, different branding, and different ways of implementing the basic mechanisms of impact.  

For this project, the lab team did this activity after testing the first MVP. However, they later recognised that exploring the positioning options before the first MVP would have let them experiment with a broader range of interactions, instead of limiting themselves to testing only one in the form of the web app. In fact, the lab team chose to focus on a tool which encourages users to ask questions to themselves in a conversational format, but they did not explore other options, giving more importance to the testing of the conversational interface

For this reason, the activity is described at this stage. Carrying out this activity before the development of the first MVP would bring more value to the project.

The positioning options were based on an ideation of different ways to convey the value proposition through the user experience. They consider multiple aspects simultaneously, such as branding, interface, interaction and message, which represent different ways to present the service to the market. Different positioning options would have also meant slightly different user segments by adapting the value proposition to their personal goals and preferences.

As examples, the lab team proposed self-conversation mechanisms in positioning options like a private version of a social media network or a playlist of thoughts.

Positioning

This tool should help you define and express the positioning of your brand and service so that the service is distinguished from competitors and conveys the correct values to the user. Use one set of positioning tools for each positioning option.

 

After you define the positioning, use this tool to delineate the unique way you aim  to deliver your promise to your customers, specifying key features and ways your users would interact with your product/service.

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04

Assessing the experiment strategy

This stage is designed to bring together all the research insight and assessment of the previous stage about the competitor orientation, the impact mechanisms and the positioning of the concept. The goal is to define the overall value proposition of the concept’s MVP, the technologies to be implemented and a strategy for the experiment, which was to be run as an experiment with recruited users. As mentioned previously, the lab team defined the positioning options after the proof of concept, so this process was reorganised in this stage to represent the preferred order.

Activities

Activity 01.
Synthesis of value proposition

During the synthesis of the value proposition, the lab team reviewed and agreed on the elements they were going to build for the first MVP.

In particular, they processed their research and decided on the mechanism of impact to test within the first MVP. They defined the theoretical framework for conversing with an ‘other’ to encourage self-reflection. They also chose to convey the conversational interface with two card types representing the two sides of a conversation, and they defined the minimum features to include in the web app, evaluating which ones were needed in order to understand their value proposition. After agreeing on the specifications for first MVP, the lab team defined the plan for the trial of the web app. The idea was to recruit users to test the web app for a week-long period, recording their use and completing a short, voluntary survey every day.

Activity 02.
Trial set up

To test their user hypothesis, they decided to recruit three different groups of users:

  • ten people who belonged to the new user segment (less anxious / less reflective);
  • ten of the same segment but of an older age; and,
  • ten with similar profiles to the original target user.

These users were selected and recruited by an external agency for recruitment through detailed screening interviews.

Bear in mind the data you need to collect should be useful for you to understand what’s valuable and the more learning you create the more complex is to decide what taking into consideration later on when it’s the moment to decide. Mattia Gobbo Service designer at xploratory
05

Designing the MVP

The lab team designed the first MVP intending to test the new value proposition with recruited users during a week-long trial. The idea was to design the digital touchpoints and collect the feedback needed before investing more money into a second MVP to be launched in the market.
Given the limitations imposed by the technology and resources available, the lab team focused on simple features that encourage the practice of self-reflection through a conversational interface. The process at this stage was mainly a UX design process, which included activities such as wire-framing, creating blueprints, branding and interaction design. The objective was to create a fully designed prototype that could be easily implemented by an external team of developers.

Activities

Activity 01.
User journey

A user journey is a useful tool to represent all the phases of the experience from the point of view of the user. In order to create the user journey for the web app, the lab team first created the use cases for each one of the users they interviewed that were part of the user segment. A use case is a description of a particular user interacting with the service in order to fulfil their individual objectives, which also depicts how the experience of the service would fit in their daily life. They usually describe the interaction with one or more features of a service that responds to the needs of the user.

The creation of use cases was an effective method to identify which features seem to have more impact on the users, and which ones could be excluded from the MVP. After the use cases, the lab team designed the user journey, which is a tool to visualise the holistic experience of using the service, highlighting three phases in particular: before, during and after the interaction with the service. Unlike the use cases, the user journey describes a general experience, so instead of specific users, it is based on the journey of the persona and it is not limited to the users objectives and interaction with the service, but includes all elements of their experience in the time frame.

The lab team divided the user journey into 5 phases, which they called attract, decide, use, retain and sustain. For each phase, they used storytelling techniques to describe the persona’s actions and emotions at that moment and the features in use. The user journey helped the lab team consider and validate the overall experience and interactions before using it as a framework to plan the service and experiment, and develop user interfaces.

User journey

This tool helps you identify how the users would experience your product.
Take in consideration key phases including the moment they become aware of the service, the first and the continuing use until the moment they leave.
Start from a low fidelity version, as you proceed you will include more detailed touchpoints and actions.

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Activity 02.
UX Wireframe

 With a defined user journey, the lab team designed the wireframes of the web app. A wireframe is a representation of the layout of a visual interface that, in this case, shows the main elements of the app, including things like the position of content and navigation. It basically visualises the basic structure showing all the UX elements that are required for the app to work, before adding branding and content.

The wireframes are also useful for testing the main interactions at an early stage and getting stakeholder approval because although unfinished, it shows the full user experience in terms of functionality.

Activity 03.
Branding

Alongside the design of the wireframe, the lab team started to work on the branding for the web app. Using the research conducted on the market and the main competitors, they started analysing the most used colour schemes and visual languages to identify how to distinguish themselves and represent the positioning of the service.

Branding is an essential component of the web app, it influences users’ first impressions and the expectations about what the service offers. It gives people a sense of what type of experience they will have by interacting with the app, and it also influences trust. To brand the service, the lab team conducted further research on trends for style and colours, and they set up mood boards with a variety of inspirational images and photos. In the end, they opted for a minimal visual language, to maintain their neutral positionality, and bring attention to the content.

Experiment blueprint

This tool helps you delineate key actions and touchpoints of each stage in your experiment, so that you can foresee what infrastructure is required to deliver the experiment smoothly. Depending on the complexity of your experiment you may choose to develop a more nuanced version of this map detailing precise actions and technical integrations.

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Activity 04.
Developers Brief

The lab team hired an external agency for the development of the web app and created a detailed UX blueprint to ensure every component of the web app, including content, visual design specifications, interaction details and animations. A UX blueprint is a tool that captures all the elements of the app and that everyone involved in the project can use as a reference. It is a powerful and immediate way to communicate how the service works, and it ensures everyone is aligned and updated with the latest changes.

In the UX blueprint, the lab team detailed every screen and every interaction for each feature, from start to finish, and they provided information about the visual elements, the static content, the dynamic content and the type of data to collect at each stage. 

In addition to the UX blueprint, the lab team also made sure to provide all the necessary instructions for the development, the media and content. Moreover, they created videos to convey their expectations of animations and interactions, so that the developers would know exactly what to do.

06

Designing the MVP

Once the design was complete, the lab team entered the prototyping phase, which, similarly to the propositions, followed the lean approach —build, measure, learn. The process consisted of building the MVP, followed by the trial with recruited users recording data, and then a synthesis of the insights and discussion of learnings.
This stage was intended to test impact and engagement and collect feedback from users, which could inform the development of the second MVP that would be launched in the market. It was also an opportunity to explore the key questions and assumptions of the value proposition over a more extended period of time

Activities

Activity 01.
Building of the MVP

The MVP was built through an external agency in charge of the web app’s programming. The mindset behind this development was ‘flexibility’  — to test, learn and improve fast, meant being able to amend and distribute quickly. The lab team adopted an agile approach with the developers, which included multiple revisions and feedback sessions. By using a Progressive Web App, they could push updates and efficiently collect data using an easily accessible analytics tool. The web app underwent a series of iterations, and within a timeframe of 6 weeks was considered ready to be tested with the recruited users.

Activity 02.
Field research

The field research for the proof of concept consisted of a controlled trial with a group of 30 recruited users. As mentioned previously, the lab team recruited three different groups of users:

  • ten users with mild anxiety and no experience in self-reflection, aged 18-24 years old:
  • ten users with the same conditions but aged 30+; and,
  • ten users with more severe anxiety and previous experience in self-reflection.

These participants consented to the research process and conducted the pre-trial survey. In this survey, they were asked about their current situation and experience with self-reflection and a series of questions from standardised questionnaires, specifically created to diagnose anxiety and depression.

As explained previously, this acted as an assurance to prevent anyone who might be experiencing severe levels of anxiety or depression from continuing the experiment in a potentially vulnerable position where unintended consequences of the service may have exacerbated their situation.

The objective of the trial was to test engagement and impact. This is why the participants were explicitly given freedom to decide how frequently they wanted to use the app and when. Regardless of the use, each participant could complete a brief daily survey, logging their experience with the app.

Following the completion of the trial, each participant filled a closing survey.  In this way, the results could be then compared to the pre-trial survey to assess the impact the web app had on the mental state of the users, and if it helped improve the way the users self-reflect.

All the answers from the surveys and the data stored by the web app were collected by the lab team, who analysed them to identify twelve participants of interest who had particular patterns of use, demonstrate high and low frequency and positive and negative experiences. These twelve users were invited to participate in a follow-up phone interview to give more information about the contexts they used the app and how they felt about the features.

Experiment planning

This tool is designed to help you distinguish the key participants in your experiment and operationally plan it’s set up, including any variation of process for each participant type.

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Activity 03.
Analysis and synthesis of insights

At the end of the trial, the lab team collected both quantitative and qualitative data to analyse and synthesise into insights, which  could inform the next development phase. 

Through the survey results, they got a better understanding of the users and their needs, and when and how they saw value using the web app. The lab team also used the data the users had input into the web app and extrapolated insights, such as the average length of the reflections, the most used features, and the issues encountered.

However, they received the most meaningful feedback through phone interviews. During the interviews, the lab team was able to dive into the behaviours and feelings of the participants. The interviewed users were asked about their experience with the web app, their concerns, and the value they saw for each feature. The lab team documented the profiles of these participants, combining the information received through the interview with the survey results. The trial helped the lab team distinguish how each user segment responded to the service, and what elements would provide long-term value for them.

Qual & Quant review

Qualitative review:

This tool is used to summarise the qualitative engagement of a single participant during the trial after your interviews.

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Quantitative experiment results:

This tool is used to give an overview of the quantitative results from the experiment.

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Activity 04.
Discussion of learnings

After the analysis of insights, the lab team discussed the learnings and identified the areas of improvement to understand what direction to take for the next MVP, which would be launched in the market. 

The process helped them narrow down the key features that bring the most value to the users. They also got useful suggestions from the users themselves during the phone interviews. In particular, they received feedback on the branding, which was considered too related to the world of mental health, and made users uncomfortable. This prompted the lab team to explore new strategies and plan a complete redesign of the user interface. They also understood better the barriers the users encountered while self-reflecting through the web app, for instance the self-directed nature of the interface was sometimes quite intimidating. They also identified which environments and contexts users were most comfortable using the app, like in bed before going to sleep, which helped to understand how to position the service.

07

Assessing the results

After the trial of the web app, the learnings were used to assess impact and engagement, but also to answer critical questions relative to the new value proposition.
During this assessment, the lab team, together with the client, made critical decisions on how to structure the building of the second MVP and its launch in the market, with particular attention on which features to prioritise and the technologies to use. At this stage, it was necessary to align the MVP, so it could complement the client’s planned offering of products and services, using the same libraries and software in order to allow a straightforward handover of the final deliverable.

Activities

Activity 01.
Assessment of impact

The insights collected from the trial made it possible for the lab team to understand the actual impact of the web app on the users and what to do to improve it. In particular, they uncovered the need for building rituals to make self-reflection effective. They also evaluated the efficacy of the user experience in encouraging users to self-reflect. 

To make these assessments, the lab team analysed the frequency of use by the recruited users, who had freedom to decide if and when to use the app based on their personal needs. They reviewed any changes in anxiety before and after the trial. And finally, they used the answers given by the users during the phone interviews to understand to what extent the service helped them build emotional resilience and agency over their thoughts and to uncover the risks behind self-directed reflections.

Activity 02.
Prioritisation of features

Following the trial and the interviews with the participants, the lab team gained a good understanding of which features were best delivering the promise of the value proposition. They identified opportunities to improve some features, such as the reminders, and add new ones that would support the implementation of the theoretical framework, and offer a more effective and complete experience of self-reflection. The lab team also considered new strategies for the positioning in the communication strategy, and the look and feel of the app.The lab team then synthesised everything into a short and clear value statement: “a personal space to talk, listen and learn about yourself – helping you take control of your life”. 

With more clarity on the features to prioritise, the lab team wanted to define a clear value statement that would drive the development of the second MVP. To create the statement, they went back to the trial participants’ feedback and analysed how the users described the service with their own words. This helped them understand how the users interpreted the app and the value it brought to them.

The lab team then synthesised everything into a short and clear value statement: “a personal space to talk, listen and learn about yourself — helping you take control of your life”.

Activity 03.
New metrics and KPIs

Before starting the design of the new MVP, it was essential to agree with the client on the Key Performance Indicators (KPIs) and their expectations. In particular, there were three things to assess with the second MVP: how the product fulfilled the value proposition, the value for the client, and the value for the users.

For the first one, the lab team made a plan to assess it through phone interviews of the app users, so they outlined a plan to use notifications to reach out to people for interviews. 

To assess the value for the client, the lab team worked with them to define three KPIs: one for the product, one for the technology and one for the research. These were the three components of value for the client; therefore, they defined specific objectives to measure the MVP’s success.

For the product – the app – the client asked the lab team to measure the retention rate of users after one week. Retention rate is the percentage of users who come back to perform any action on the app, at least one time the week after first use. They set the KPI as 20% retention rate after a week, to consider the product of value for the user segment. 

For the technology what was necessary for the client was to include and test key technological components they also had in their project pipeline, such as voice capture and playback. The task was to test the components in relation to a benchmark to assess the effectiveness 

Lastly, as the client had their own AI team developing algorithms, they hoped to design a service that could capture 1000 users producing 100 messages in order to get enough data to help train the algorithm.

In this phase, the lab team also defined other metrics to assess the value of the app for the users. Some of these metrics considered the number of tools used, the frequency of use, and the average time spent on the app.

Evaluation of KPI’s

This tool will help you and your project partner agree on how to establish the success of your MVP evaluating success metrics related to its engagement, the collection of data and functionalities of the technology employed.

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08

Designing the second MVP

For the design of the second MVP, the lab team went through multiple iterations, with quick testing sessions of the main elements of the app, before involving the developers. They wanted to get the design of the app interactions as strong as possible before being implemented as a native app.
In particular, the lab team experimented with different branding options, they conducted usability testing for the interface and they conducted further research on the competitors to get more information on the best practices for each feature.

Activities

Activity 01.
User Journey

Entering into this new design stage, the lab team revised the user journey for the second MVP. The first trial validated the user hypothesis, so they confirmed that the target audience should be people with mild anxiety, and generally not familiar with self-reflection. To define the new user journey for this user segment, the lab team first refined the theoretical framework for self-reflection.. 

They identified a sequence of activities that could encourage multiple layers of expression and thinking, from a simple conversation to a long term reflection of what has been said. This framework helped them define with clarity what the user journey in the app should be, identifying when each feature would play its role.

In order to quickly verify if the expected user experience would be appropriate for the different needs of users, the lab team created a series of user stories. They used what they learned about users during the first trial to create different personas and their use cases, to see if there was any incongruence in their hypothetical experience and if there was anything that could be improved to meet their needs.

User story

This tool will help you visualize the concept and figure out possible faults and improvements on the user experience. Feel free to outline different users and develop related stories and multiple paths that the user could interact with the service, this will help you disclose more divergent objectives and refine your service proposition in order to comply those objectives.

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Activity 02.
UX Wireframe

After exploring the user journey, the lab team started working on the wireframe for the new MVP. After evaluating the performance and adjusting the objectives, they confirmed the need to switch to a native app environment, which allows more engaging interactions and complex functionalities, driven by a more robust UX and perfected UI. 

The challenge was that native apps require a longer time for development. For this reason, the lab team decided to speed up the process by using a design language system that can be easily implemented by the developers. The use of this design language influenced the design of the wireframe, which had to follow specific guidelines. Although limited in some cases, this approach helped the lab team create a more rigorous wireframe for the native app. 

Activity 03.
Content creation

On the first MVP, the content was minimal, as it was based mostly on self-directed reflection by the user. However, the participants in the trial found the lack of guidance intimidating. Therefore, for the native app, the lab team set up a strategy for the content. Working together with a psychologist, they defined the criteria for the language of the app. To give users more guidance, but also allow them the freedom to express themselves as they preferred, they had to set the ‘voice’ of the app carefully, defining characteristics such as pragmatic, supportive, professional and courteous. 

The psychologist also conducted extensive research into the psychological theories and methodologies related to self-reflection, to then apply them to the content strategy of the app. The content was then reviewed and tested by the lab team and refined to fit in the context of the app. 

Activity 04.
Prototyping and Usability tests

With the wireframe defined and some of the content ready, the lab team created clickable prototypes to be tested with recruited users. This activity was critical to test usability before the actual development of the app and led to multiple iterations of the user interfaces. 

Users were shown the principal elements and features of the app and were asked to interact with them and give feedback. These tests helped the lab team realise which functionalities needed more clarity and what elements could be improved for the user experience.

Activity 05.
Branding

The feedback from the trial of the first MVP made the lab team realise there was more work to be done on the branding. The name had to change as users found it confusing, and the aesthetic received criticism for reminding them too much of a medical app, something the users did not feel comfortable with. The lab team conducted further research on the best practices adopted by the competitors, related to the branding and UX/UI for each feature 

An external consultant helped the team define the positioning, creating a series of mood boards which could be applied to different styles and colour palettes in the wireframes. Then, they tested two variants, both with recruited users and through social media advertising. 

The objective of the testing was mainly to test the brand positioning and messaging of the app, with one option focusing on freedom of expression, and the other on connecting to agency and ownership of thoughts. They compared the results and defined which brand positioning resonated more with the audience.

Once the brand positioning was clear and defined, the lab team started to experiment with the design. They took some of the feedback from the trial to understand how to adapt the visuals to the way participants used the app. In particular, they noticed patterns of use during the night, especially in bed before going to sleep. Based on this insight, they decided to adopt a dark mode style for the app, to reduce digital eye strain. 

Activity 06.
Developers brief

The briefing to the developers for the native app required more details compared to the web app. As mentioned earlier, the lab team used a design language system to design the interfaces that follows a set of standard rules and guidelines, which made it easier for the developers to understand the specific requirements. To represent the interactions in the app with as much detail as possible, the lab team created an extensive blueprint, which they updated at every iteration of the app. This blueprint became the main document of reference for the developers.

Another vital part of the development was creating a brief for the collection of data. The lab team used an external service to track analytics, so the set up required specific instructions for the developers to add the appropriate code to the app. Using the KPIs and the prioritised metrics, the lab team defined the type of data they wanted to collect and specified a detailed implementation.

Activity 07.
Promotion strategy

In preparation for the launch of the app in the market, the lab team planned a strategy for the promotion of the app on the stores and social media. First, they redesigned the landing page website, and included more information about the service and the self-reflection practice, with a sign-up form for early access to the app. They then used the website to launch advertising campaigns on social media. 

Unlike the previous uses of this method, which focused on comparing concepts or brand variants, this time, the focus was on optimising the cost per download by testing and iterating the ads. 

The lab team launched a series of tests, varying images, formats and copy, as well as experimenting with different audience cohorts within the same user segment for more targeted advertising. These experiments helped the lab team cut down the cost of advertising before the actual launch and gain a large following.

Also, during this phase the lab team set up an email campaign to reach previous subscribers, and designed the content for the App Store and Play store pages.

Online advert split testing

This tool helps you minimise the cost of your main advertising campaign when you launch the service by running preliminary advert testing. 

Design different adverts that test variations in your advertising strategy.

Create variables in things like the problem you present, the framing of the solution, the users you target, the image you display or the text and calls-to-action.

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09

Launching the MVP in the market

As with the first MVP, the process was not about building, launching and assessing the service, which was now called ‘Hold’. The objective of the second MVP was to understand more about the public’s response to the service and the patterns of behaviours the app had encouraged.
However, for this second MVP, the process was more complicated, as it involved the launch of a product in the market, with consequently less visibility on users’ behaviour. To know more about the users’ actions on the app, the lab team used an external analytics service, which collected anonymised data for each user. Additionally it enabled them to send notifications to specific cohorts of users and invite them to participate in phone interviews with the team.
This combination of quantitative and qualitative data, helped the team assess the desirability, market fit, impact and engagement. It also made it possible for them to measure retention and define which KPIs the app had achieved.

Activities

Activity 01.
Building of the MVP

During the building of the second MVP – the native app – the agile approach became even more prominent than for the first MVP.

The way of working with the developers included frequent reviews and feedback sessions.

To improve the efficiency of the communication with the development team, the lab team experimented with various tools to optimise and simplify the exchange of information and feedback, such as spreadsheets and kanban board apps. Since the lab team wanted to keep some flexibility to update the content and be able to make changes based on early results, the app was created with a CMS (content management system).  The collection of data on the analytics service was much more rigid and difficult to manage. The process to test the tracking of data required many iterations.

Activity 02.
Field research / Launch of the MVP

With the app finally available, the lab team started the promotion on social media and via email. As there were still some details to test, they promoted the app gradually. They started with a few hundred users downloading the app, while the lab team tracked usage data to check for any bugs or issues. After this testing phase, they released the final version of HOLD and started the large-scale promotion. 

The intention was to track and analyse everything that happened within the first month of release. The lab team used the analytics to observe the behaviour of users, even though for privacy, they had no  access to any personal data or inputs from the users. 

The data uncovered unusual patterns of use, which were recorded by the team to inspire further developments. The lab team also used the data to conduct testing on different notifications strategies to see which worked more effectively in prompting users to come back to the app.

They also used the analytics to identify particular cohorts of users, who seemed to engage well with the app. They sent these cohorts notifications, inviting them to participate in phone interviews to give feedback on the app. Through these interviews, the lab team collected invaluable  information from real users about the experience of using the app. This activity helped them assess impact and engagement for users 

Activity 03.
Analysis and synthesis of insights

At the end of the fixed period for the experiment, the lab team collected the quantitative data from advertising and analytics and created an extensive report on the results. In addition to the data, they synthesised the qualitative feedback from the phone interviews into insights. In particular, they were interested in the effectiveness of the app in supporting and enhancing self-reflection, and the impact it had on users. 

By combining the quantitative and qualitative data, the lab team was able to paint a detailed picture of the app’s strengths and weaknesses. 

The lab team specifically analysed the drop off rate of a user’s first use. By creating a ‘funnel’, or a trackable sequence of steps the user takes on the analytics platform, they were able to identify what elements of the user journey caused more users to stop using the app and understand what changes had to be made to improve engagement.

Retention monitoring and improvement

This tool is used to help you monitor and refine your attraction and retention efforts. As you try different promotion, onboarding and retention techniques in the early stages of launching the service, collect data about distinct periods where different approaches have been employed and use this tool to determine what was most successful.

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Activity 04.
Discussion of learnings

Using the insights collected, the lab team then proceeded with a discussion of the learnings from the experiment and the definition of potential next steps.

In particular, they considered how the results of the experiment responded to the three main questions of the research: if the product was of value to the client based on the desirability, engagement and retention; if the product was of value for the users and for which particular segment; and finally if the product fulfilled the value proposition.

10

Assessing the impact of the Project

During the final assessment stage, the lab team collected the work done and presented the results to the client. First to the core team and then the extended organisation, with the intention of discussing the learnings that had emerged from the process and outputs.
The lab team highlighted how the qualitative and quantitative data collected showed an excellent opportunity for the service to fit into the client’s strategy and product pipeline. They also discussed if Hold met the KPIs and if the collection of data for the training of the algorithm proved to be effective and in line with the client’s needs.
The presentation to the client was a pivotal moment to assess potential business opportunities and the next iterations of the service. In addition to the presentation, the lab team planned the release of a series of deliverables to collect and summarise the project outcomes.
The deliverables included documentation of the process designed by xploratory and applied to the client’s brief; all the ideas created in the various phases, such as scenarios, explorations, propositions and live services; and the learnings gained through the experiments conducted by the lab.

Activities

Activity 01.
Presentation of the work to the client

After collecting the results from the experiment with the native app, the lab team prepared a presentation for the client to share the outcomes and learnings of the second MVP. The objective of the presentation was to share the progress made, and the results achieved, as well as to discuss opportunities for further development. 

The presentation included a recap of the new value proposition, Hold, and of the theoretical framework and science behind the app. It also highlighted how the final MVP responded to the initial brief and what value it would bring to the client, both as a product to be included in their product pipeline and as a research tool for the training of their AI algorithm 

The results collected from the MVP also uncovered some interesting insights from a psychological perspective and the significance of being able to facilitate self-reflection through an app. Another reflection shared with the client was the ethics behind the use of AI in the context of health and happiness.

The lab team shared the quantitative and qualitative results of their tests to give the client an overview of the desirability and impact of the MVP, and some estimates on the potential cost for the data collection for the AI training. They discussed with the client if the results met the KPIs and the potential opportunities for further development.

Activity 02.
Documentation of the project

At the end of the project, the lab team planned to produce a series of deliverables to organise and summarise all the work they had done. In particular, they focused on the three main outputs of the project: the process (methods) they followed, the ideas they created and the learnings they gained. The lab team designed these deliverables to be accessible both in digital and printed version, completed with an overview of the project.

The process was reviewed and published as the Methods section, to which this writing belongs. The objective of the Methods section is to share the Design-driven Service Innovation framework created by xploratory, and how the lab team combined methodologies and tools from different practices to explore and uncover innovation opportunities for the client. 

The Ideas section consists of a collection of all the concepts and discussions produced by xploratory and the RCA Service Design students for the Koa Health project. 

Additional deliverables are currently in production concerning the learnings acquired by the lab team during the project. The current plan includes reports on the case studies from the lab team and the studio teams and research papers produced in collaboration with Imperial College London.

Case Studies

Live Services

Edit

Edit is an app that helps you fill your daily routine with more positive actions than smoking. It’s not about quitting cold turkey or feeling like a patient. It’s just about trying new things and seeing if they work for you and your lifestyle.

Live Services

Quirk

Quirk is a personal finance app that helps young people learn about and manage their finances according to their personality and interests so that they can ultimately make better financial decisions that align with their life goals.

hold-hero-image-xploratory

Live Services

Hold

Hold is an app that gives people the personal space to let out whatever is on their mind and relax knowing that it is stored safely. It helps people give structure to their internal dialogue making self reflection become more effective.

Would you like to know more?

Let's find the place to think, the freedom to challenge and the capability to act on real change. Together.

Phase 4: Develop Live Services

Unit 2: Incubating in InnovationRCA

Turning an idea into a business

In this unit:

One of the  aims was to transform the ‘studio explorations’ (explorations developed by student teams in the previous phase), into more robust, feasible, desirable propositions that were more strategically aligned with the client’s organisational goals.

Another goal was to improve the standard of the proposals and to provide evidence that they were attractive and strategically valuable as propositions,  warranting the client’s investment for the next phase.

 

Overview

Following the selection of the winning studio teams (students) in the previous phase, the methodology shifted.

In this phase, studio teams converged their design efforts into more specific problem areas associated with each of their original concepts and were  given support (financial, organisational, advisory) to rapidly test their hypotheses and demonstrate the value of their concepts in order to go forward to the next phase.

To do this, the teams refined their value proposition by conducting further research on the behavioural mechanisms they had integrated into their services, and they delved into the organisational infrastructure and objectives of the client. In doing so, they honed their focus on specific, strategic problems and deepened their expertise.

Subsequently they conducted multiple rounds of experimentation to evaluate different elements, features, attributes or assumptions they had constructed in their propositions. This generated, not only insight, which led to refinement of their concepts, but also data that in many cases acted as evidence of desirability, feasibility, viability or impact.

All this work led to robust, evidence based, (often scientifically founded) proposals of services. The client was then able to use these findings to decide which services to invest in and develop.

 

01

Refining the value proposition

During the creation of the studio explorations, the teams were given the freedom to bring their own perspective to the brief and explore the societal dimensions of change without limitations.

After the selection, they were asked to think about how to align their work with the client’s strategy and to select more specific problem areas. The reason for this choice was to make the concepts more focused, making it easier to assess their potential value in terms of impact and from a business point of view.

Another essential part of this stage was to conduct further primary and secondary research on the topic, especially considering the more focused problem area the students were now exploring. They studied in more depth the users’ needs, the opportunities for the technology, the psychological theories, the market and the competitive landscape.

The research helped the students understand what questions were still unanswered and what they should prioritise for testing. Before testing, each team proposed a prototyping plan customised to their research questions, to explore the potential of the mechanisms they had created and the features they designed.

Activities

Activity 01.
Review of the organisation strategy

The first step for the studio teams was to figure out how to align their projects to the client’s strategy. During the work with the lab explorations, the interactions with the client were kept to a minimum to let the students approach the problem freely and avoid getting influenced by the work done already by the lab and the client. 

However, for the selected concepts, the intention was to support the students in the validation of their ideas, so that they could collect the evidence needed for a final evaluation, which may lead to a collaboration with the client to launch the services, either through investment or incubation.

Based on their main topic and focus area, the studio teams were given access to some of the existing client research documentation. In some instances, they received support directly from different departments of the company. This helped them better understand the client’s work and strategy and define the next steps to align their projects to the organisation’s way of working.

Activity 02.
Problem area definition

After a deep dive into the client’s work and strategy, each team took some time to decide how to narrow down their problem area. In the previous phase of the project, the students were encouraged to explore and expand the opportunities of their ideas. It was now necessary for them to define a more specific focus area, so that they could test and measure the desirability of their concepts. Each team brainstormed more defined problem areas, looking at sub-themes and topics that might align with the client’s strategy, or they simply turned their focus onto one or two core features from their original concept.

Activity 03.
Primary and secondary research

One of the main activities for the studio was research. The teams returned many times to conduct primary and secondary research to refine their concepts and support them with evidence. Students interviewed users and collected insights about their needs and reached out to researchers, experts and psychologists to validate their assumptions. In parallel, they studied their topics in more depth through desk research, reading articles and finding online resources.

02

Running experiments

The experimentation methodology for the studio was slightly different from the lab team’s, as they were not comparing multiple concepts, but variations of the same one.

Their method was based on small and frequent iterations, testing single features or elements of the experience, getting feedback on them and refining them again for further prototyping. Each team had multiple rounds of experimentation, collecting qualitative and quantitative data with different modalities, adopting an agile way of working. Each student team received a monthly budget for prototyping and testing, which they managed on their own. Given the different nature of the concepts, each team was free to decide what and how to prototype and received support from the lab team and the client.

The lab team shared their learnings from the testing of the lab propositions and introduced them to some digital methods for prototyping and experimenting, such as creating landing pages and advertising on social media as a way to test desirability. The client’s marketing team also offered support, sharing their experience of testing engagement.

Activities

Activity 1:
Experimentation plan

The activity of planning how to experiment with concepts was not linear. The student teams would frequently redefine their concepts and change strategy based on the results of testing. Generally, the preferred method of prototyping by the students was to test the specific elements of the service individually using quick testing rounds, followed by a refinement of the concept overall. As they drew closer to the assessment, they conducted more extended experiments with recruited users, where they could assess the entire user journey.

Prototyping plan tool

This tool helps you plan how to test your service concepts which reduces the risk of pursuing new concepts that may not work. Identify your most concerning assumption about the concept as a starting point and then follow the map. Each experiment leads to new insights, decisions and then new assumptions to test. Use one of these tools for each of your most critical assumptions.

Download tool

Activity 02:
Building of prototypes

The prototypes the studio teams built often focused on getting insights and data on a specific feature or mechanism. Each team creatively came up with different ways to prototype the experience of using the service and test it with users. They experimented with simulated AI bots and web apps, they conducted interviews and surveys, and launched ads campaigns on social media and measured conversions on landing pages. Another important aspect of the prototypes was the branding, each studio team developed branding to represent the concept, and they produced mockups of user

Prototyping tools

Landing page mockups:

This tool is an example of a website landing page layout.
Using images, fake logos, and text. Use this (or an adapted version of this) to explain your concept and plan your landing page.

 

Download tool

Social Media advertising template:

This tool helps you to design your adverts. Use one of these for each advert variant. Please note there are restrictions in the way you set ads for certain things (eg. financial services).

Download tool
Activity 03.
Experiments in the field

Similarly to the lab team, the studio conducted field research with both recruited users and the general public on social media. However, the teams prioritised testing with these two audiences differently, based on the stage of their projects. One team conducted testing only with recruited users to validate their assumptions on the new problem area, another focused on assessing desirability and building an audience through marketing and advertising, and the third one did some of each strategy.

In general, the first testing rounds were very short and quick, aimed at getting feedback on singular features or elements of the experience. They included presenting the concept to people, having them interact with the prototypes, or collecting sign-ups on the landing pages.

The students experimented with tools they found online to make the experience as close as possible to the actual service they imagined. Some simulated AI chatbots by acting as AI agents on Messenger; in other cases, they used external services to integrate other features into their prototypes.

Interview template

This tool can used as a guideline to inform your interview structure.

Download tool

Active 04.
Synthesis of insights and discussion of learnings

After almost every round of experiment, the students had a check-in session with the client and the lab, to share their insights, learnings and progress and get feedback from a strategic point of view. 

These were opportunities for them to synthesise their insights and transform them into actionable plans for the next round of testing.

The reviews with the client also helped them stay aligned with the company’s strategy and identify new potential critical questions to answer with further experimentation. Using those learnings, the studio teams refined the prototypes and conducted new tests.

Activity 05.
Refinement of prototypes

The way the studio experimented was by having multiple loops of refining prototype assets and then showing them to people or testing them with people. However, after each iteration, the focus slightly shifted to different aspects of the service.

In the first rounds of experimentation, they were more interested in validating their value proposition by testing features and mechanisms. For these rounds, they created simple prototypes that could be tested individually, usually for single features or elements of the experience, sometimes as simple as online surveys. In the next rounds, they started creating more complex prototypes that included multiple features of the service mechanisms in order to test the user journey and the engagement with the service. In subsequent rounds, they tested the user experience: how users liked the branding, the interactions and usability.

Each experimentation phase had its own set of prototypes that the studio teams adapted based on the questions they wanted to answer at that specific stage.

Activities

Activity 1:
Experimentation plan

The activity of planning how to experiment with concepts was not linear. The student teams would frequently redefine their concepts and change strategy based on the results of testing. Generally, the preferred method of prototyping by the students was to test the specific elements of the service individually using quick testing rounds, followed by a refinement of the concept overall. As they drew closer to the assessment, they conducted more extended experiments with recruited users, where they could assess the entire user journey.

Prototyping plan tool

This tool helps you plan how to test your service concepts which reduces the risk of pursuing new concepts that may not work. Identify your most concerning assumption about the concept as a starting point and then follow the map. Each experiment leads to new insights, decisions and then new assumptions to test. Use one of these tools for each of your most critical assumptions.

Download tool

Activity 02:
Building of prototypes

The prototypes the studio teams built often focused on getting insights and data on a specific feature or mechanism. Each team creatively came up with different ways to prototype the experience of using the service and test it with users. They experimented with simulated AI bots and web apps, they conducted interviews and surveys, and launched ads campaigns on social media and measured conversions on landing pages. Another important aspect of the prototypes was the branding, each studio team developed branding to represent the concept, and they produced mockups of user

Prototyping tools

Landing page mockups:

This tool is an example of a website landing page layout.
Using images, fake logos, and text. Use this (or an adapted version of this) to explain your concept and plan your landing page.

 

Download tool

Social Media advertising template:

This tool helps you to design your adverts. Use one of these for each advert variant. Please note there are restrictions in the way you set ads for certain things (eg. financial services).

Download tool
Activity 03.
Experiments in the field

Similarly to the lab team, the studio conducted field research with both recruited users and the general public on social media. However, the teams prioritised testing with these two audiences differently, based on the stage of their projects. One team conducted testing only with recruited users to validate their assumptions on the new problem area, another focused on assessing desirability and building an audience through marketing and advertising, and the third one did some of each strategy.

In general, the first testing rounds were very short and quick, aimed at getting feedback on singular features or elements of the experience. They included presenting the concept to people, having them interact with the prototypes, or collecting sign-ups on the landing pages.

The students experimented with tools they found online to make the experience as close as possible to the actual service they imagined. Some simulated AI chatbots by acting as AI agents on Messenger; in other cases, they used external services to integrate other features into their prototypes.

Interview template

This tool can used as a guideline to inform your interview structure.

Download tool

Active 04.
Synthesis of insights and discussion of learnings

After almost every round of experiment, the students had a check-in session with the client and the lab, to share their insights, learnings and progress and get feedback from a strategic point of view. 

These were opportunities for them to synthesise their insights and transform them into actionable plans for the next round of testing.

The reviews with the client also helped them stay aligned with the company’s strategy and identify new potential critical questions to answer with further experimentation. Using those learnings, the studio teams refined the prototypes and conducted new tests.

Activity 05.
Refinement of prototypes

The way the studio experimented was by having multiple loops of refining prototype assets and then showing them to people or testing them with people. However, after each iteration, the focus slightly shifted to different aspects of the service.

In the first rounds of experimentation, they were more interested in validating their value proposition by testing features and mechanisms. For these rounds, they created simple prototypes that could be tested individually, usually for single features or elements of the experience, sometimes as simple as online surveys. In the next rounds, they started creating more complex prototypes that included multiple features of the service mechanisms in order to test the user journey and the engagement with the service. In subsequent rounds, they tested the user experience: how users liked the branding, the interactions and usability.

Each experimentation phase had its own set of prototypes that the studio teams adapted based on the questions they wanted to answer at that specific stage.

03

Assessing and planning

The final assessment was conducted after the end of the students’ final term at the RCA. The studio was invited to present at the client’s headquarters to an extended group of people from the organisation.
The objective was to assess the progress of the projects and how they aligned with the company business strategy in order to make a decision on the next steps.

Activities

Activity 01.
Presentation to the client

The studio teams pitched their projects in front of the client, showcasing the problem and the solution they created and how they had validated it through prototyping and testing. The presentation included a summary of the research and main insights, the introduction to the concept and the main features, the user journey, the prototyping plan and the testing results, as well as an overview of the next steps. The client then assessed the projects based on the alignment with their business strategy and the opportunities they saw for further development. 

Activity 02.
Selection and planning of next steps

In the end, the client chose one of the projects to be developed in-house. They saw potential for the project to be integrated with their current strategy and pipeline of products, as it was versatile  enough to become part of a broader platform of services.

To this team, the client offered to invest in a MVP, intending to launch it in the market and test impact and engagement.

The other two teams took a different route and were developed as startups. One incubated with InnovationRCA (the startup incubator of the Royal College of Art) with investment from the client. The other chose to start a company autonomously in San Francisco. Both apps have now been launched on the App Store.

Case Studies

Live Services

Edit

Edit is an app that helps you fill your daily routine with more positive actions than smoking. It’s not about quitting cold turkey or feeling like a patient. It’s just about trying new things and seeing if they work for you and your lifestyle.

Live Services

Quirk

Quirk is a personal finance app that helps young people learn about and manage their finances according to their personality and interests so that they can ultimately make better financial decisions that align with their life goals.

hold-hero-image-xploratory

Live Services

Hold

Hold is an app that gives people the personal space to let out whatever is on their mind and relax knowing that it is stored safely. It helps people give structure to their internal dialogue making self reflection become more effective.

Would you like to know more?

Let's find the place to think, the freedom to challenge and the capability to act on real change. Together.

Phase 4: Develop Live Services

Unit 2: Incubating in InnovationRCA

Turning an idea into a business

In this unit:

The aim was to test the value of the concepts, so the lab team could begin to assess which services could be engaging. At this stage, overall impact or efficacy of the proposals could not be verified, but it was possible to gauge desirability for users.

For the lab team, this involved bringing the concepts back from a more futuristic setting to a believable present scope, so that users were able to interact with the prototypes and the team could understand the value of each concept.

In parallel, the selected Studio teams (students) took their projects further, developing prototypes and testing them with users.

Another aim was to spark conversations with people around each topic, in order to collect deeper insights. These insights expand the understanding and perspective of both the organisation and the lab team. Ultimately, the approach puts the client in a position where they can answer questions like, ‘Is this service in line with our overall strategy?’ and ‘Should this service be built?’.

Overview

The process of turning the lab explorations into propositions required multiple stages. The main challenge was to transform those concepts —that had been created to fit into a particular future context— into propositions that felt believable and tangible today, while still investigating the critical assumptions related to each future scenario or concept.

The lab team had to shift from exploring possible futures to creating more plausible present concepts to be able to prototype and test their critical assumptions with users.

The explorations of service visions were not suitable for testing for desirability because the discussion would have likely been overtaken by the provocative and controversial elements of the ideas. However, the intended objective was to collect insight on how those concepts could impact people’s lives, if adopted. Should a natural path to these futures occur, the concepts may not seem provocative and therefore this influence had to be dulled.

The intent of the propositions was to be vehicles to explore more strategic questions with the users and the public. This meant they had to be convincing and easy to engage with in a meaningful way.

The approach the lab team followed to bring those future concepts into the present, is called ‘Backcasting’, a popular methodology used in the context of scenario planning. It is adopted by businesses and organisations that create future scenarios in order to outline the strategies they should adopt in the present to make those outcomes possible.

For the lab team, backcasting simply meant bringing their ideas from the future back toward the present —reframing the service visions as propositions that might exist in the near future rather than the far future. These reframed versions still retained a traceable line of evolution to the future, and they were therefore simply disguised and digestible, intermediary stepping stones.

With the new value propositions, the lab team then built prototypes to be tested with different types of audiences, such as recruited users, targeted users on social media and the client’s core team. 

The result of testing with multiple stakeholders allowed the lab team to get quantitative and qualitative data, as well as strategic feedback to compare the concepts and conduct a final evaluation and selection of the propositions to prioritise. 

 

01

Defining a design research strategy

The lab team went through a process of turning the explorations into propositions before prototyping and testing the concepts. Although the explorations were useful to extract insights on the themes and topics, now the lab team needed something more tangible, that people could relate to and believe.

To achieve that, the lab team followed a series of activities that helped them reframe the value propositions and prepare a prototyping plan.
This stage is called ‘Design research strategy’, meaning they went through a design process to reframe the value propositions, create a strategy to conduct research, outline a plan to test critical assumptions, gauge the desirability of the new propositions, and make the strategic alignment with the client.

To reframe the value propositions, the lab team followed a methodology called backcasting, which helped them transform the explorations into the more believable propositions. This process is also tied to the prototyping plan, as the propositions had been reframed in a way that made it possible to be quickly and easily prototyped and tested.

Activities

Activity 01.
Strategic Questions

The first activity was to review the assumptions linked to the explorations to understand which were safe assumptions and which required testing to be validated, i.e. which were ‘critical assumptions’.

For each of the selected explorations, the lab team went back to the original design challenges and scenarios and identified the initial key assumptions that led to the creation of the explorations. They then considered the original project goals and what the client wanted to explore based on their strategy.  Then, based on all this information, they created a specific strategic question for each proposition.

These strategic questions helped the lab to maintain the right direction during the development of the prototypes, as well as further challenge their thinking. Each strategic question was a synthesis of the hypotheses made about the user, the problem and the solution’s mechanisms, combined with the client’s specific strategic interests in each area.

Activity 02.
Options for prototyping

After the definition of the strategic questions, it was necessary to start thinking about how to prototype and test the critical assumptions.

The objective was to structure the hypotheses into something actionable, which could be tested and validated. So, the team explored different ways of prototyping and tried to get an initial  understanding e of the feasibility and timeframe to build the prototypes. To brainstorm those prototyping options, the lab team imagined how the concepts created for the explorations would look like in the present context, while maintaining the focus of the strategic question.

Thinking about ways to prototype at this stage made it easier for the lab team to narrow down the scope for the definition of the new value propositions, by considering what could be developed with limited time and resources

Prototyping plan

This tool helps you plan how to test your service concepts which reduces the risk of pursuing new concepts that may not work. Identify your most concerning assumption about the concept as a starting point and then follow the map. Each experiment leads to new insights, decisions and then new assumptions to test. Use one of these tools for each of your most critical assumptions.

Download tool

Activity 03.
Backcasting of value propositions

For users to engage with the concepts meaningfully, the lab team needed to reframe them to make them less provocative and less future-oriented, so they would interact with and critique the concept without spending time questioning the plausibility of the idea and instead to reflect on its impact

The way they did this was by following a methodology called ‘backcasting’, which is a practical approach that starts from the definition of desirable and optimal future scenarios and then works backwards to identify the main steps or mechanisms that can be applicable in the present to realise that future scenario. It is more common to see backcasting applied in the context of sustainability strategy; however, the lab team saw the opportunity to adapt the methodology to the reframing of the explorations in what they called ‘value propositions’.


For each selected exploration, the lab team had a strategic question and a series of critical assumptions. These were used as the starting point for the ‘backcasting’ process. While the importance of ethical exploration had always been present, this was a key moment to delve into it because the concepts were about to be taken to a more tangible level, and put in front of real users. It was the moment to examine more closely the these concepts’ impact on people and how the approaches aligned with the ethical principles of the client. 

Considering all these elements, the lab team used the backcasting methodology to work backwards. From the exploration, which was an extreme idea set in the future, they started imagining how the users could genuinely adopt it. They started analysing how the mechanism they identified in the strategic question could be enabled through a service, how this service would look like if it existed today, what types of features it would have and whether the service could evolve into a future service that contained the critical elements of interest.

The resulting value propositions were not all entirely ethically sound. However, problematic value propositions and the responses they may elicit, still enrich our understanding of the plausibility of potential futures and inform current strategy.

The desirable future scenarios were those where a particular service provides users with more agency over their choices and an improvement to their health and happiness. The way the lab team framed each value proposition was to consider those scenarios as the outcome and then design propositions that could lead there, so they could understand if users also saw those scenarios as desirable. 

In this way, each value proposition was simply a disguised and digestible, intermediary stepping stone into the future – these experiments allowed us to understand if users would engage with that first intermediary step, which tells us something about the potential of subsequent steps.  

Backcasting tool

This tool identifies and reframes elements of your future concepts that make it difficult to meaningfully test your hypotheses. The process makes your concepts more believable and less provocative in order to present the concept in a manner that brings more insight. Start from the right and work your way to the left.

Download tool

Activity 04.
Planning of experiments

With the value propositions defined, the lab team started outlining a plan to prototype and test them with the users. 

As mentioned earlier, the objectives of testing of the propositions were to:

  1. validate the critical assumptions;
  2.  measure desirability; and, 
  3. evaluate the strategic alignment with the client.

For the lab team, it was essential to make the testing results comparable, so that they could make comparisons between the propositions and make an informed decision on which ones to bring forward.

Thus, they included three critical components in the planning: 

  1. the research questions that needed to be answered through the testing;
  2. the methods that they will use to conduct the testing; and,
  3.  the type of audiences they would test with.

The research questions were based on the critical assumptions, and they were related to the user, the problem and the solution. In particular, the lab team wanted to understand if the needs and goals they identified for the user segments were accurate, if the problem they defined was the right one to be solved, and if their proposed solution would be desirable to the user segment.

To find the answers to these questions, the lab team decided to collect qualitative data and feedback about the user, the problem and the solution, by speaking directly to the users. They used an external agency to recruit people who  fit in the specific user segment of each proposition to participate in interviews and workshops. This segment was defined based on the identity of the extreme user profile of the first phase.

For each prototype, the lab defined what type of people they were looking for and created detailed briefs for the agency. The agency then used a ‘screening criteria’ for the participants’ selection, based on the information shared by the lab team.

As each user segment and the proposition were so different from each other, the lab had to ‘standardise’ the ways users would engage with the concept, through the creation of interfaces as prototypes, and using the same structure for all the interviews and workshops.

To test desirability, it was also necessary to think on a bigger scale. Therefore, the team used advertising on social media to present the propositions to the general public. They defined a strategy, which started by researching the best practices for the different platforms, identifying what channels and what type of media to use, and all technical aspects.

Finally, to test the strategic alignment with the client, the lab team proposed an in depth ‘Service Safari’ as a method to present all the concepts together with the insights collected from user testing.

02

Running experiments

The objective of the experiment stage was to explore the validity of the core assumptions associated with each proposition. The lab team designed this process as an experiment, creating low-resolution prototypes to test key assumptions and hypotheses, such as desirability and strategic alignment, and to answer the critical research questions. With only a minimum investment of resources, these steps inform the selection of concepts to bring to the next level.

This practice made an important contribution in de-risking the development of the services in the next stages, by putting the concepts in front of people and getting feedback early on, before significant investments of money and time were made. The three primary audiences for experimentation were: recruited users, who engaged with the prototypes directly; the general public, who interacted with the social media ads; and finally the client, who tested the prototypes and reviewed the insights to give a more strategic assessment.

The model was based on the build-measure-learn feedback loop, from the lean startup methodology. It is a loop constructed to maximise learnings by using an incremental and iterative approach.

It starts by turning ideas into something concrete and tangible;
then measures how people respond to them;
followed by a learning moment to process insights and make decisions about how to start the building stage again with new objectives.

What is interesting about the prototyping and testing of these propositions is how the future contexts were presented to the audiences. The new value propositions were reframed to be believable in the near future, but they still included some aspects of the far future scenarios. To the recruited users, the lab team presented the concepts as ideas that were in development. Therefore, they knew they were entering a research context, but reacted to the propositions as though they were a close reality, rather than hypothetical. With the advertising on social media, these fictional services were brought to an even more realistic level, by claiming they were in beta testing and about to be released in the market.

The use of these techniques to immerse people in a context where the propositions could conceivably exist, helped the lab team to validate the assumptions and get insights on the desirability of the concepts.

Activities

Activity 1:
Building prototypes

By rapidly testing multiple propositions, the lab team could assess the value of the concepts before investing significant time and resources into developing a smaller selection. The model had to create prototype results that could be comparable with each other and be flexible enough to allow quick and frequent iterations in order to tailor the testing with for different audiences

 To test the propositions with recruited users and the general public on social media – the lab team developed some tangible artefacts to facilitate the interaction.

Starting from the core value proposition, they defined the main features of each concept in a way that would expose the critical assumptions. They then created a specific brand identity to convey  the idea, its context, and who it was for. Then using these elements, the lab team proceeded to design the interactions and touchpoints, mostly by designing app mockups and clickable UIs (user interfaces) for each concept. 

The features and interactions were summarised in a website landing page which was to be used as the destination for the adverts. And for the adverts, the lab team also prepared a series of images and copy. These included variations on the target audience and features in order to test multiple elements at the same time. All of these artefacts posed the proposition as a reality. 

Concept testing strategy

Use this tool to set up your social media adverts in a way that will reveal as much as possible about the desirability of your concepts and allow you to compare them. This tool helps you to distinguish which variables you will focus on.

Download tool

Prototyping tools

Landing page mockup:
This tool is an example of a website landing page layout.
Using images, fake logos, and text. Use this (or an adapted version of this) to explain your concept and plan your landing page.

Download tool

Social Media advertising template:
This tool helps you to design your adverts. Use one of these for each advert variant. Please note there are restrictions in the way you set ads for certain things (eg. financial services).

Download tool
Activity 02:
Discussion of implications

After creating the prototypes, the next activity was to show those prototypes to people in the field to collect feedback and observe reactions. In this first round, the lab team worked with two types of audiences: recruited users and the general public on social media.

The lab team recruited a group of users for each proposition with whom they either conducted a workshop or individual face-to-face interviews. Face-to-face interviews were sometimes more appropriate due to the sensitivity of the topic. For other propositions, the lab team wanted to observe how participants would respond to each other and what conversations would be sparked by the interaction, so they opted for a workshop.

For both the workshops and the face-to-face interviews, the lab tried to standardise the structure by using the same 3-stage process:

  1. understand the users;
  2.  understand their view on the topic; and,
  3.  understand their response to the proposition as a solution to the problem

There was also an extra stage for filling in a standard scoresheet, which collected some quantitative data about the appeal, the impact, the influence on happiness, the significance, longevity, likeliness and trust associated with each proposition.

The lab team presented the context to the recruited users by introducing them to the central topic of health and happiness. They explained how the lab was conducting the research and that the objective was to understand how the users would feel about the service propositions. To limit any discussion about the legitimacy of the idea, the participants were told those concepts were in development and would potentially be released into the market soon.

In parallel to this recruited user testing, the lab team also conducted testing through advertising on social media. The objective of these ad campaigns was to generate comparative data on the performance of each different advert to understand which concepts were more desirable. Therefore, each concept has a standard advert structure and received the same funds. At the same time, they ran experiments with different audiences and highlighted different aspects of the service in order to test their research questions, the relevance of the problem, if their user hypothesis was correct, and the appeal of specific features —all simply by comparing the results of alternative adverts.

For each proposition, they had an image and text introducing the service, a call-to-action to find out more on the website – Then, on the website landing page, the users were prompted to leave their email addresses to get early access. The collection of emails was useful as quantitative data, but also to get permission from interested users to be contacted again.

Know your participants

Significant people in your life:

This tool is designed to help your research participants describe the people in their life in order to give you a picture of who they are.

Download tool

About your time:

This tool is designed to help your research participants describe elements of their life in order to give you a picture of who they are.

Download tool

Service scoresheets

Service perception scoresheet

This tools is designed to help your research participants assess the service you have designed and give you comprehensive quantitative and qualitative feedback to catch anything you may have missed through the interview.

Download tool

Service Scoresheet:

This tools is designed to help your research participants assess the service you have designed in quantitative form so that you could potentially compare these results across service concepts. In Some questions focus on happiness, adapt that if this does not fit your task.

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Activity 03.
Synthesis of insights and discussion of learnings

At the end of this first round of testing, the lab team assembled the qualitative and quantitative data and feedback. From the recruited user interviews and workshops, they collected a series of comments and questions that they synthesised into insights. The insights were either about the user, about the problem or about the solution (following the same three categories used in the experiment).

For the more complex social media data, the lab team examined and compared metrics across all the propositions. They collected quantitative data from the performance of the ads and insights about demographics as well as some qualitative feedback through the users’ comments under the adverts. By analysing all the insights and data collected, they were able to validate or invalidate some of their critical assumptions and answer key research questions. This moment of synthesis was an advantageous point to make a strategic decision for each proposition, before entering the next prototyping round.

In the lean startup methodology, the options for this decision moment are called persevere, pivot or kill. For some of the propositions that reported quite successful results, the decision was to persevere, meaning they would enter the second round of testing without major changes in strategy. For others, the decision was instead to pivot, which for the lab team meant considering variations of the concept or hypotheses for further testing, such as a change in target audience or brand positioning, or even combining two propositions. This allowed them to explore and test other possibilities instead of killing the idea entirely because of less successful results. Only a few concepts were “killed” after  a team assessment that determined they were not worth being brought forward, especially if they had not been as convincing from the start.

Service proposition overview

This tool is used to convey all the relevant information about the concept and the learnings from your testing of it so that you and the client can evaluate and prioritise actions.

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Active 04.
Refinement of prototypes

Based on the learnings of the first round of testing, the lab team assessed each  proposition to see if there was a need for further testing with users. They took the insights and turned some into new research questions to test. The additional user testing was conducted through adverts on social media, which proved to be a quick iterative method to test alternatives. Some poor-performing propositions were excluded from this round. In contrast, for others, the lab team proposed different branding to test the appeal to different genders, or combined similar concepts to see if the proposition had stronger results. For these alternatives, they created new prototypes, such as interfaces and ads, and they modified the landing pages when necessary, which enabled them to experiment online with the public and collect fresh quantitative data.

Activity 05.
Second round of experiments

The second round of experiments included further testing with users and with the client to assess the strategic value of the propositions.They prototyped and tested some alternatives of the propositions using social media advertising, as they had done in the previous round of experiments by varying branding, features and positioning and then comparing success metrics to answer their questions. They tested only a few concepts, leaving out the ones that had great performance (and were already successful) and those that had poor performance in the first round. This process was intended to decide on ambiguous concepts.

The second type of testing in this second experimentation round was with the client. The lab team prepared for a workshop to present all the propositions and their main insights to allow the client’s team to become familiar with the concepts and discuss how strategically aligned they were with  the organisation’s strategy and current objectives.

The type of workshop they conducted with the client is called a Service Safari, which allows the participants to take the point of view of the users by experiencing the services in first-person and by imagining the contexts in which those services would be used. For this, the lab team created a template to present all the elements of each proposition, such as links to UI prototypes, descriptions, features and insights.that In this way, the client’s team would have an instant overview of the entire service as well as information about the original problem and the strategic question.

The workshop had two parts associated with two objectives: 

  1. To share with the client the progress made on the development of the ten selected concepts; and,  
  2. to discuss the concepts together to better understand which propositions were more strategically valuable and to vote on which were priorities.

Each member of the client’s core team was asked to express a preference on the propositions by prioritising them using a scale from 1 to 10 and justifying their choices.

Activity 06.
Synthesis and conclusion

The lab team then reviewed the results internally, collecting and analysing all the insights from both experimentation stages and compared the data. The intent was to make sense of the qualitative and quantitative data and the strategic insights they got from the different audiences they had tested with, and therefore identify the potential opportunities for each proposition. They also internally reviewed everything they did during the prototyping stage, assessing what they did wrong and what could be improved, as well as the effectiveness of the testing methods they used.

03

Assessing and prioritising

The final assessment was conducted based on two main factors:

desirability, which the lab team evaluated mainly through the ads on social media; and,
strategic value, which they gauged from the interviews and workshops with recruited users and the workshop with the client.

This was to ensure that the subsequent development of the research would be about topics of relevance to the future because people are interested in them, and at the same time, bring new information that would be of strategic importance to the client’s future.

Activities

Activity 01.
Definition of metrics and KPIs

An essential activity for the assessment was the definition of the critical metrics and KPIs (Key Performance Indicators) to consider for the next development phase. During the review of the concepts, the client identified some parallels between the lab team’s propositions and the research done by their emotional AI team and they saw potential opportunities to support each other’s work. On the client’s suggestion, the lab team organised a workshop to engage with the AI department, to understand more of what type of data they were collecting, what kinds of technologies they had available and how they measured success.

This was an excellent opportunity to align with the client not only on a strategic level but also regarding their technological prospects, so that they could potentially offer even more value to the client with the project. It was a way to explore ways to pivot some of the concepts to maximise value for all the stakeholders.

This session gave the lab team some direction in terms of which metrics to prioritise and how to measure the success of the subsequent developments. 

By working with the AI team in particular, they defined priority metrics and targets for three main variables:

  • user engagement
  • data collection 
  • technology.

This model was an adaptation of the desirability, viability and feasibility lenses from the design thinking approach to innovation. For engagement, they defined a specific metric to measure success; for the data collection, they looked at how to generate the type of data they needed to train the algorithms; and finally, they brainstormed ways to test the potential of the technology.

Evaluation of KPIs

This tool will help you and your project partner agree on how to establish the success of your MVP evaluating success metrics related to its engagement, the collection of data and functionalities of the technology employed.

Download tool

Activity 02.
Comparison of results

The second activity of the assessment was the comparison of the results from the two experimentation rounds. The lab team had already compared the results of each proposition individually, but now it was about considering the propositions against each other in terms of desirability and strategic value.

The first set of data they examined was from the results of the social media ads testing to compare desirability. Among the metrics the lab team had tracked and measured during the experiment, the most relevant was the rate of sign-ups per landing page views. This rate measured the number of people who left their email on the landing page to receive early access, divided by the number of people who got to the landing page from the ads. They primarily used this metric to rank the proposition’s desirability (while still observing other results).

For the other key variable, strategic value, the lab team relied mainly on the prioritisation voting they had conducted with the client’s core team in the workshop. This voting had considered not just the importance of the concept itself, but also how relevant the entire topic was to the client. They visualised the two rankings with tables and identified which concepts resulted in being both desirable and strategically valuable.

Activity 03.
Strategic assessment

Once the lab team had identified the four most desirable and strategically valuable propositions, they conducted a strategic assessment to decide which concepts to prioritise for development.

They identified what outstanding questions remained unanswered from the prototyping and they outlined a strategy for further testing. They then met with the client once again and discussed the next steps. The ambition was to identify which proposition’s development to prioritise in the next stage. The questions discussed with the client to support the selection were – What could fit with their current strategy and offer credible but innovative alternatives that challenge the market and the organisation? What could be the most engaging value proposition based on pursuing happiness? What could help them explore use cases for ‘explainable’ and ‘emotional’ AI? And, finally, what could help them test the front-facing value of the concepts, their assets and their ethical standpoints.

The final decision was to prioritise a concept called EQLS, which aimed to help  people with anxiety through the use of artificial intelligence. The plan was to develop more sophisticated MVPs to test other elements such as feasibility, viability, engagement and impact. 

Case Studies

Live Services

Edit

Edit is an app that helps you fill your daily routine with more positive actions than smoking. It’s not about quitting cold turkey or feeling like a patient. It’s just about trying new things and seeing if they work for you and your lifestyle.

Live Services

Quirk

Quirk is a personal finance app that helps young people learn about and manage their finances according to their personality and interests so that they can ultimately make better financial decisions that align with their life goals.

hold-hero-image-xploratory

Live Services

Hold

Hold is an app that gives people the personal space to let out whatever is on their mind and relax knowing that it is stored safely. It helps people give structure to their internal dialogue making self reflection become more effective.

Would you like to know more?

Let's find the place to think, the freedom to challenge and the capability to act on real change. Together.

Phase 4: Develop Live Services

Unit 2: Incubating in InnovationRCA

Turning an idea into a business

An overview of our design approach

The lab created tangible service visions (i.e. future concepts) to help the client expand their collective imagination of plausible future services and discuss the potential opportunities and implications these future services could bring to our society and the organisation.

This phase concentrates on turning those potential services into concrete experiences. In this way, the users experience the services, while allowing the lab to experiment. In order to manifest this degree of realism, the lab created propositions that take multiple forms.

This process allows the lab and the client to assess the desirability of the concepts, as well as address the strategic questions connected to each concept in order to prioritise them for the following stage.

The theory

The lab formed three main hypotheses of customer development for each of the future concepts developed in the previous stage:

  • a user hypothesis (Was the user segment relevant for the strategy?);
  • a problem hypothesis (Was the problem identified in the segment worth addressing?); and,
  • a value hypothesis (Was the service approach interesting as a mechanism for tackling the problem?)

Then, using a set of practises inspired by the practical principles of Eric Ries’ Lean Startup, the Lab converted each future concept (which at this point were simply futuristic ideas) into concrete experiences that could make the fictional, future service accessible to people in today’s world.

The lab created these experiences or experiments to collect quantitative and qualitative data about how customers would respond to a service, should it manifest. It also enabled them to test each hypothesis. This innovation process is called hypothesis-driven design, which consists of generating hypotheses or assumptions and then testing and validating them, in order to create potential solutions.

This process helped the lab focus and test their assumptions and helped the client assess the strategic benefit of each value proposition, minimising the required investment and reducing the risk of pursuing a service nobody wanted. 

Importantly, this process also allowed the client to engage in conversations about the ethical implications of such services proliferating. This conversation space was a novel environment for the client, facilitated solely by the lab’s work to manifest these fictional services.


We refer to these concrete, fictional experiences as ‘Value propositions’.

The process

This third phase had a different process for the lab and the studio, even though in both cases the objectives were to test the desirability of the concepts and their strategic alignment with the client.

For the lab, the main challenge was to compare the concepts and make an assessment on which ones to take forward. For the studio, each team focused on one concept, so there was no selection process involved. Instead, they started to evolve the proof of concept through rounds of prototyping and testing.

For both the lab and the studio, the priority in this phase was to test the critical assumptions associated with the explorations. In particular, they needed to test three things  —who the users were (the user-hypothesis), whether they had the specific problem (the problem hypothesis) and whether they truly needed and desired what the concept was proposing (the value hypothesis).

 The way the explorations had been framed in the previous phase was not compatible with the type of testing required for this stage. The explorations had been created based on specific future contexts, which meant present day people would largely question the legitimacy of the idea and it would be difficult to get meaningful feedback. Therefore, the work done by the lab team in this phase started with the reframing of the explorations into more believable and relatable representations, called value propositions.

The value propositions needed to be quick, cheap and easy to prototype, so they could quickly be used to gauge user interest and reactions. The idea was to get as many learnings as possible from the testing phase and to be able to refine and iterate rapidly. 

The outcome of designing and testing the propositions was a collection of data, feedback and insight on all the concepts. For both the lab team and the studio, it was crucial to know that the directions and decisions they were about to make were based on evidence and validated assumptions, before getting to the actual development of the Minimum Viable Products (MVP’s).

In the end, the goal for the lab team was to be able to make a selection of concepts worthy of more investment (time and money) for the next development phase. For the studio propositions, the focus was on proving the concept and defining a strategy to take the projects forward.

The direct application of this methodology

Propositions

Present-day concepts of future services.

Design Value Propositions

Explore how the lab created tangible service visions (i.e. future concepts) to help the client expand their collective imagination of plausible future services.

Unit 1: Creating Lab Propositions

Testing the value of the concepts to start assessing which services could be engaging & gauge desirability for users.
Read more

Unit 2: Creating Studio Propositions

Transforming the ‘studio explorations’ into more robust, feasible, desirable propositions more strategically aligned with the client’s organisational goals.
Read more

Case Studies

Live Services

Edit

Edit is an app that helps you fill your daily routine with more positive actions than smoking. It’s not about quitting cold turkey or feeling like a patient. It’s just about trying new things and seeing if they work for you and your lifestyle.

Live Services

Quirk

Quirk is a personal finance app that helps young people learn about and manage their finances according to their personality and interests so that they can ultimately make better financial decisions that align with their life goals.

hold-hero-image-xploratory

Live Services

Hold

Hold is an app that gives people the personal space to let out whatever is on their mind and relax knowing that it is stored safely. It helps people give structure to their internal dialogue making self reflection become more effective.

Would you like to know more?

Let's find the place to think, the freedom to challenge and the capability to act on real change. Together.

Phase 4: Develop Live Services

Unit 2: Incubating in InnovationRCA

Turning an idea into a business

In this unit:

Like in the previous unit, the aim of this work was to create concepts that are diverse enough to scan the landscape and provoke conversation about the huge diversity of potential issues and opportunities in the future. 

However, this unit harnessed the creativity and diversity of experience and culture of the RCA’s Service Design students by combining the service design methodologies from the course with the need to generate focused service concepts for the project.

Alongside the educational aims of the student projects, this unit also aims to harness the diverse thinking of student cohorts to expand the thinking of the lab team and the client. 

Overview

*The term ‘studio explorations’ refers to the future service visions designed by the first and second year students of the MA Service Design course at the Royal College of Art.

Before the start of the collaboration between xploratory and the client, the Service Design programme had previously partnered with the company by setting briefs and working with the students of the course.  As it had proven valuable for the client, the xploratory lab team planned to run parallel work streams with the students. 

As the lab team had led their own explorations, they had enriched knowledge on the topics and themes for briefing the students. The approach they took for the studio briefs was different from their own, internal ones. They were aware it was not possible to have the students follow their same process to envision concepts, nor did they want that. There were different aspects to take into consideration:

First, the students had to follow the service design process in the development of their projects, as indicated in the project guide of the course. 

Second, given the limited time they had to work on their projects, the lab team needed to focus the students’ efforts where it was most valuable. The second year students focused on a time horizon much closer to the present (the ‘Near Future’), and the first year students were tasked with expanding and enriching the prospects of the ‘Far Future’ time horizon.

Additionally, to make sure that the projects aligned with the client’s strategy from the beginning, in terms of goals and principles, the briefs combined the research done on the future trends and extreme users, with the research on the client’s strategy.

However, as the aim of the studio explorations was to help them expand the client’s thinking, the lab team did not want to put too many constraints on the students, so they kept the briefs fairly broad, and let the students give their own perspectives on the topic of the future of health and happiness. 

Through tutorials, reviews and meetings with the students, the lab team supported the work of the studio and mediated between the students and the client. The students’ projects created meaningful value to the client, expanding and enriching the thinking and uncovering new perspectives of health and happiness.

01

Briefing the Studio

The lab team had different objectives set for the first-year and second-year students of the programme. They wanted them to tackle different types of challenges with varying levels of depth and breadth based on their knowledge and experience.
For the first-year students, the brief was their first project on the course, so they knew they would still need to become familiar with the service design tools and methodologies. Their brief was therefore more explorative.

The second year students were expected to be able to build on their briefs, identify the most relevant problems and design and prototype services to address those challenges. This is why they created two different brief strategies, with different scopes and objectives.

Activities

Activity 01.
Prioritising workshop

As mentioned in the previous unit, during the workshop for the refinement of design challenges, the client and lab team also discussed the prioritisation and allocation of topics for the student briefs. In particular, they defined a few selection criteria, which they used to review the themes and the challenges.

The lab team and the client initially arranged and adjusted design challenges into two categories.

  • The ‘Near Future’: more immediately and strategically valuable for the client
  • The ‘Far Future’: more unusual and provoking and needed more explorative work.


The practical work of creating service concepts for the lab team (explained in Unit 1) only focused on the ‘Far Future’ horizon, but would greatly benefit from the diverse perspectives of an entire year group of first year students. The second-year student brief aimed to create robust service visions, which could be deployed in the ‘Near Future’ horizon and match the client’s immediate strategy.

Evaluation of shortlisted projects

This tool is a rough guide to some of the elements which should be included in your briefing of the project for students.

Download tool

Activity 02.
Briefs write-up

With the prioritisation of topics that the lab team agreed during the workshop with the client, they were able to begin writing the briefs. The briefs began with an introduction to the client’s mission and their approach and strategy, followed by an overview of their primary area of focus: health, happiness and wellbeing.

The lab team then described the various potential contexts and problem areas. They also prepared a synthesis of the research they had conducted on health and happiness and explained the importance of people having agency over their health choices.

 After, the lab team had to take two different approaches that distinguished the brief of  the first-years from the second-years. For the first-years, they created a more explorative brief focused on the ‘Far Future’, using the societal dimensions as the starting point. And then for each one, proposed a particular problem area that the client and the lab team found relevant and interesting to delve into. They were expecting the students to help the lab team and enrich the client ‘s views with a diversity of cultural, ideological, social and disciplinary perspectives coming from any source of inspiration they might find relevant.

For the second-years, they created briefs that were aligned with the research done on the client’s platform, and more focused on the ‘Near Future’. As with the first-year’s brief, they started from the key themes. However, in this case using the persona developed for the scenarios of the ‘Near Future’ (see phase 1), they focused on a specific target user and encouraged them to explore what their needs and challenges would be.

The second-year students were expected to unpack problems and investigate how science, business, technology psychology, and design could be combined to create service visions able to address those challenges.

Design challenge

This tool helps you define the design challenge for the brief. Create one for each dimension of change.

Download tool

Activity 03.
Presentation of Briefs

The lab team presented the briefs to the students at the start of the year, before the creation of their teams. Each one of the cohorts was introduced to six different design challenges, one per societal dimension related to health and happiness. These challenges were much broader than the ones they had created for the lab challenges, as they encouraged the students to bring their own point of view.

Once the teams were set up, they asked the students to give a first thought on what approach they would like to take and what theme they wanted to focus on. This really helped them understand what the students were going to cover, and how they could complement their work on the lab explorations with the students’ work.

02

Crafting Service concepts

The students were provided with a project guide, which is a document the programme provides each term, with the main milestones and deliverables requested for each tutorial and review.
The project guide followed the double diamond framework (developed by the Design Council) and its four stages: discover, define, develop and deliver. However, the phases were adapted to the students and the client’s needs, so they had to discover & define, ideate, test and present and exhibit.
For the entire duration of the projects, the students were followed by a tutor who had weekly review sessions with them. There were also two main checkpoints with the RCA Service Design tutors: the interim review and the final review, completed with an online submission and selection before the shortlisted projects were able to present their work to the client

Activities

Activity 01:
Discovery and definition

The students first activity was discovery and definition. This corresponds to the first half of the Double Diamond, which includes the research (Discover), followed by the definition of the problem and the creation of a refined brief specific to the students project interests (Define).

Their brief was just a starting point, but the lab team was expecting the students to be able to define their own brief by identifying a specific problem statement. Starting from the design challenges that had been proposed to them, the students went through a research phase, exploring the problem by conducting primary research and desk research. These often included surveys, interviews, and reading of articles, papers and books. They then tried to identify the most crucial and relevant issues to consider in their selected area of interest, and they established their point of view on the topic.

As part of the definition phase, the students used the insights they collected from the research, to identify their scenario of action. For this scenario, they outlined who is involved, as well as the organisational and systemic context of the problem to be solved.

While creating their own briefs, each team developed their own personas and detailed the objectives each person may have. They analysed the research findings and developed a set of critical questions and clear design objectives to create solutions that take into account the different stakeholders and their goals, as well as the nature of the overall system into which those stakeholders fit.

Activity 02.
Ideation

Once the students had defined their problem statement and brief, they started what  is called the ‘Develop’ phase in the Double Diamond. This phase includes both ideation and prototyping. Here the two activities are divided, but in reality, it was an iterative process of ideation, prototyping and testing. This way of working is part of the service design process, inspired by the build, measure, learn strategy from the ‘lean startup’ approach.

Following this way of working, students were continually creating concepts and testing them quickly, so they could refine them and then re-test. For the ideation activities, students focused on the generation of concepts, reflecting on how they would be executed, by whom, for whom, and to what end.

To make sure these concepts would generate the value they wanted to create, the students consulted with experts and key stakeholders. They also visualised their ideas through the use of service design tools, such as user journeys and blueprints. Once the concept was defined, the students were asked to prepare a prototyping plan, to test the service fully or partially, and collect feedback from users and stakeholders to help them refine their ideas.

Concept creation tool

This tool will help you tell the story of the experience of the user when they engage with the service, considering how the user starts with a problem and how they are influenced by the service.

Download tool

Activity 03.
Test

Students were encouraged to be creative in finding ways to prototype their concepts rapidly. Part of the challenge was to create prototypes that did not require much time and resources, but that would still allow them to validate their concepts with stakeholders and users, get meaningful feedback and understand how to improve them. The other challenge was that for ‘Far Future’ concepts students had to test elements of the service that were in some way reproducible using today’s technology and only with existing users rather than future ones. This meant being imaginative about finding alternative ways to test their hypotheses. During the prototyping phase, the students presented their progress at an interim review. This was a great opportunity for them to receive feedback and advice from the tutors on how to test their concepts further and how. 

Each team developed their own methods to test their services, from clickable interfaces, to simulated AI chatbots and physical prototypes. The students worked autonomously to recruit testers; they set up interviews and workshops and used both physical and digital tools to communicate their concepts.

Active 04.
Present

At the end of their projects, the students had a final review with the programme’s panel of tutors. This was their chance to present their work in its entirety, from the research they conducted to the service they created and the testing with the stakeholders.

Each service was also documented with a detailed blueprint, a viable deployment plan and a comprehensive narrative. The lab team also asked the students to describe a business model to demonstrate that the service could be commercially feasible, either through return on investment or return on social capital. 

It was a great opportunity for the students to collect feedback from the tutors, and to reflect on the details of their concepts. Each team was given 10 minutes to present their work, followed by questions from the tutors and feedback.

Activity 05.
Exhibit

This last activity was not directly connected to the project with the client. But, it is important to mention that at the end of the term all the students were invited to present their work in the ‘work in progress’ show at the RCA.
Each team communicated their service proposition in a way that allowed the audience to understand and experience the service. For the selected projects, it was an excellent opportunity to test their concepts and collect feedback from the general public.

03

Selecting studio projects

Activities

Activity 01.
Submission and shortlisting

At the end of their projects, the lab team asked the students to submit their work through an online form. They were asked to highlight what the concept was about, its key benefits, the key findings of the background research, the problem they were trying to solve, and for which users. They were also asked to describe the future scenario and context of the project, and provide an overview of the strategy for further development and prototyping.

Using this form, the lab team was able to compare the projects, and understand which ones were more aligned with the client’s current strategy and what value they would bring to Koa Health. Then, the lab team with the client, shortlisted ten teams from the second year, and two teams from the first year to present their work to the rest of the organisation.

Activity 02.
Presentation to the client

These teams were invited to present their work at the client’s headquarters, in front of the whole team. During the presentations, the students were asked questions about the services they created and what plan they had for further development and testing of an MVP (Minimum Viable Product)

The lab team then asked each member of the client’s team to fill an online survey to assess each project based on how relevant it was for their strategy and why, how clear and exciting the idea was, and how aligned it was with the client’s OKRs (Objectives and Key Results).

The criteria for the selection of the student projects were based on how aligned the concepts were with the client’s strategy and their selected market. At this stage, the lab team was looking for projects that could integrate with the client’s existing range of products and services and that provided value in the area of health, happiness and wellbeing. 

Then, they selected three teams from the second year, which were invited to continue their work as their final year project, with the support of the client and xploratory. They also selected one project from the first year, which was integrated into their work with the lab explorations. 

Evaluation of shortlisted projects

This tool provides a detailed understanding of the client’s response to each service concept. Use this tool or a digital surveying tool.

Once you have all the responses, you can compare quantitative results and discuss the selection.

Download tool

 

Case Studies

Live Services

Edit

Edit is an app that helps you fill your daily routine with more positive actions than smoking. It’s not about quitting cold turkey or feeling like a patient. It’s just about trying new things and seeing if they work for you and your lifestyle.

Live Services

Quirk

Quirk is a personal finance app that helps young people learn about and manage their finances according to their personality and interests so that they can ultimately make better financial decisions that align with their life goals.

hold-hero-image-xploratory

Live Services

Hold

Hold is an app that gives people the personal space to let out whatever is on their mind and relax knowing that it is stored safely. It helps people give structure to their internal dialogue making self reflection become more effective.

Would you like to know more?

Let's find the place to think, the freedom to challenge and the capability to act on real change. Together.

Phase 4: Develop Live Services

Unit 2: Incubating in InnovationRCA

Turning an idea into a business

In this unit:

The lab team worked to develop visions of ‘far future’ services that responded to the scenarios and design challenges created in the previous phase. The aim of the future service visions was to allow the entire organisational team to imagine the tangible possibilities of a future that may arise.

The visions grounded the team in a common portrayal of the future and provided insight into the implications and the emerging topics that otherwise would have been too abstract. In other words, the visions are not simply sketches of potentially implementable services, they are tools for exploration which inform the collective imagination. 

The key goal of  this unit of work was to create visions that are diverse enough to scan the landscape and provoke conversation about the huge diversity of potential issues and opportunities in the future.

 

Overview

For the lab explorations, the lab team decided to focus on more extreme scenarios and their design challenges. An exploration is the process of creating  service visions around a scenario and discussing the topics that emerge.

At this stage, they were not heavily focussed on finding strategic alignment with the client. Instead, they were still in the exploration phase, trying to identify opportunities around the future of health and happiness. 

The legitimacy of the visions was not essential at that point because the explorations were used as a mechanism to inspire the client to think about opportunities and prioritise different directions for the process. 

The prioritisation of visions was based on what had more potential and what was more provocative and exciting. Often, these visions deliberately articulate provocative or even implausible caricatures of services because provocation and implausibility can stimulate the dialogue that is necessary for the emergence of new strategies. 

The value of the scenarios was abstract, making it challenging to understand what kind of role the client could have in the contexts they had depicted.

This is why the exploration process first grounds the discussion by visualising future service visions that might exist within the scenarios and creating corresponding narratives. The lab team did not create anything of high-fidelity; instead, they used simple storyboards and sketches to make the abstract exploration of future scenarios more tangible and accessible for the client. 

By creating these visions and visualising them, the lab team was uncovering the potential within each of the societal dimensions of change and identifying  the emerging themes that may be relevant. 

In other words, at this point, they were not testing the visions, they were testing the themes. By making those ideas tangible, the client was able to engage with those discussions and understand which directions and areas had more potential, regardless of the client’s current strategy. 

In sum, the explorations helped expand the client’s understanding of emerging themes and helped them prioritise topics.

01

Briefing the Lab

The briefing stage for the lab was not only to write an effective guide for the next stage but also to collect all the material, organise it and reflect on it, before moving on.
As already mentioned, the lab only focused on the scenarios and challenges derived from the trends analysis and extreme users research, which formed the ‘Far Future’ time horizon. Strategic alignment was not a priority in this phase because the lab team was exploring the themes further by developing future service visions, to then identify opportunities.

Activities

Activity 01.
Review of design challenges

The lab team started by synthesising all the material they had on the scenarios and challenges. With that, they organised a third workshop with the organisation to assess the design challenges for the lab, but also to prioritise themes and scenarios for the studio briefs, which will be discussed in detail in the Studio Explorations stage. 

During the workshop, the lab team reviewed all the steps of their process, from objectives and methodology, to the research on trends and the outputs of the second workshop. They then presented the work done with the extreme users, and the process they followed to create future personas and extreme scenarios.

 Once everyone had a clear understanding of these scenarios, they gave each participant a sheet with all the design challenges. They encouraged all participants to share their comments and questions about the challenges to help them understand how to refine them.

The last task was to vote on the challenges. The goal was not to  make a selection, but to gauge what themes the client seemed to be more curious about, and what kind of opportunities they were considering.

With this in mind, the lab team asked the client to take into consideration what they found more interesting, what they were not familiar with but had potential to be explored, what challenges would best support their strategy and which scenarios they found more provoking.

Design Challenge table

The design challenge table is used to organise all the challenges in order to facilitate conversation and voting. Use the ‘Design Challenge Analysis’ tool to make notes and use this tool to manage voting.

Download tool

Activity 02.
Refine the design challenges

Based on the voting results and discussions with the client, the lab started to adjust challenge questions and reframe the topics. By understanding what the client found exciting and provoking, they were able to be more precise in defining problems to frame the briefs around.

At this point, the lab team made an important observation about the risk of being too simplistic when imagining the future, for example, focusing only on utopian or dystopian perspectives. This concern also encouraged the initial decision to engage with extreme users.

To overcome this problem, the lab team focused the design challenges on the needs and goals of the future personas, as the starting point for creating the explorations, instead of focusing on the technologies or the extreme consequences of emerging trends.

Design Challenge Analysis

The ‘Design Challenge Analysis’ tool is used to explore and discuss the value of each design challenge. Use one page for each dimension of challenges. Use the design challenge table to organise all the challenges and vote.

Download tool

02

Creating Service Visions

After the briefing, the lab team was then ready to start envisioning future concepts. These visions were representing what kind of services might emerge in the extreme scenarios they created and how those concepts would help address the design challenges they identified.
The process to create these concepts was mainly an ideation exercise, as they wanted to explore the potential behind each key theme, and they did that by imagining services that were meeting specific needs and goals related to the happiness of the people who will inhabit those futures.

Activities

Activity 1:
Brainstorm and ideation

With the design challenges refined and agreed with the client, the lab team started brainstorming ideas for each design challenge. First, they immersed themselves in the future context, by using their signals and trends research to understand the implications of change. Then, they tried to empathise with the future persona, imagining what needs and goals would emerge in those scenarios. 

 Using their knowledge on emerging technologies and other trends that could affect each extreme scenario, they started to brainstorm simple ideas that consider the needs identified and respond, in whole or in part, to the main design challenge.

The ideas at this stage consisted only of a name and a short description. There was no assessment in this process. It was purely an ideation exercise aimed at imagining what services could emerge based on those extreme future scenarios. In some cases, the ideas were immediately problematic but were kept because there was potential for them to exist in the future and could therefore enrich conversation or influence other service visions.

The lab team created  87 ideas, including the ideas from the Envision Sprint with the client.

Future wheel

This tool helps you explore a variety of direct and indirect conseqences that may emerge from trends.
In the centre write down the signal that is of interest and the focus of your topic. Then ideate the consequences of the trend that might emerge (in relation to the topic) and expand outward considering the implications of those consequences.

Initial iterations of this activity should be about ideating lots of alternatives, later versions might be more synthesised by grouping and organising the likely outcomes of a trend.

Download tool

Activity 02:
Discussion of implications

Before starting the visualisation of ideas, the lab team had an internal prototyping session. During this activity, they tried to explore the implications of their ideas by discussing them internally. This helped them reflect on which concepts would have more impact for the future persona and whether they respond to the design challenge.

They later realised that a beneficial activity that they could have done at this stage was to use the future wheel to explore the direct and indirect consequences of each idea. This would have helped them cross-reference the concepts and uncover potential interplay between them and possible combinations of multiple ideas.

The team plans to include the future wheel as an activity for this stage in future projects.

Activity 03.
Visualisation
and prototyping

With more clarity on which ideas to prioritise for the prototyping, the lab team started with the creation of a simple template that would allow them to communicate the concepts quickly, requiring minimal resources.

 At this stage, they were not looking for high-fidelity prototypes, as they were not interested in the validation of the idea per se, but more in the exploration of the opportunities and impacts behind each design challenge, and more generally, the key theme.

The template included a name and a tagline, a short description, a simple sketch illustrating the idea, the critical elements involved, a storyboard showing how the user experience would look, and a hero image. They used this template to visualise 33 of their ideas, which were chosen based on what seemed strategically significant and those that responded best to the design challenges.

So, for each idea, they completed the template working from the end of the user story, considering what happiness means for the future persona. They imagined the future persona achieving that happiness after experiencing their service. Then, they worked backwards to define the rest of the journey, identifying the critical elements of the service vision, the main features and the benefits.

With this process, they produced clear and straightforward narratives, showing how the concepts can contribute to the happiness of the users.

These ideas, their representation and subsequent discussion constitute what the lab team called “explorations”. They are the imagined service visions that could potentially emerge in the future as ways to respond to future problems and the implications they may have.

Service Vision creation tool

This tool will help you tell the story of a users experience engaging with the service, considering how the user starts with a problem and how they are influenced by the service.

Download tool

Active 04.
Extreme user testing

 The lab team later understood the importance of having a testing phase at this stage where the explorations could be reviewed and reflected on by extreme users. In future projects this step would be included.

Participants would realise these concepts are only provocations that are set in a distant future. However, they would be able to see the kind of impact these explorations may have on their future happiness.

The format of this testing could be interviews, a workshop or even an exhibition. Getting feedback from the general public would be valuable. However, it is preferable to have extreme users engage with the concepts to observe their reactions. These extreme users can be  those that have been already interviewed.

Activity 05.
Evaluation of the explorations

After the prototyping activity, the lab team started to prepare a fourth workshop with the client to introduce them to the explorations. As mentioned previously, the lab team was more interested in an assessment of the topics and areas, rather than specific feedback on the concepts.

They used the ideation of visions as a way to explore and present to the client the potential of each theme and also to uncover the topics that expand, inspire and provoke the client’s thinking — which was the main objective of the collaboration.

In this workshop, they held what they called a Service Vision Safari. This was an activity in which they exhibited their visions by printing them out and attaching them to the walls of the client’s office. They also printed the future personas profiles, so that the client could easily identify what areas they were trying to address for each concept.

Then, they  asked the participants to familiarise themselves with the ideas, reflect on them, and discuss them, by making comments and asking questions. This activity provided them with many insights and suggestions for improvement.

Once the client’s team was familiar with all the concepts, the lab team asked them to vote, either for or against continuing to explore that service vision. The client team were asked not just to consider the viability, feasibility or desirability of the idea, but the opportunities that the idea uncovered and the topics that had the most potential.

Service vision voting and assessment

This tool is used to help the design team collect information about the organisation’s response to the ‘Far Future’ concepts.

Download tool

03

Selecting concepts for the next phase

The lab team and the client reviewed all the concepts, voted and selected their priorities based on client strategy, plausibility, impact, provocativeness and ease of prototyping. These selected concepts were brought forward to the next stage.

Activities

Activity 01.
Criteria for selection

The lab team’s primary reference for selection were the voting results from the workshop with the client, although they also used their feedback to refine the ideas and combine some of the visions. 

Nevertheless, other factors influenced their decision. First, by considering the combination of some visions, they uncovered interesting topics worth exploring further, even if a single vision on its own was not valuable.

Second, as the lab team approached the next phase where they would consider the alignment of the visions with the client’s strategy, they assessed the plausibility and impact of the concepts in terms of how they could influence happiness. Other considerations were also made on whether some topics would be addressed better by the students, or if the ideas could be prototyped quickly.

Lastly, they tried to identify which concepts could raise valuable discussion for the client and therefore had more value to collect insights.

They also grouped the concepts using alternative classifications,(i.e theme clustering). In this way, they made sure they covered most of the essential discourse that emerged from the explorations.

Activity 02.
Comparison of results

By taking this more analytical approach to the selection, they were able to define the ten concepts to take forward. Each one brought a valuable discussion and a topic to explore.

All these considerations were then visualised in the form of charts so that the lab team could see which concepts met most of the criteria and which of the emerging areas and topics were the most inspiring and impactful.

Impact likelihood matrix

Arrange the service concepts on the graph based on how likely they are to occur in the future and how much impact (positive or negative) they may have on users.

Download tool

Case Studies

Live Services

Edit

Edit is an app that helps you fill your daily routine with more positive actions than smoking. It’s not about quitting cold turkey or feeling like a patient. It’s just about trying new things and seeing if they work for you and your lifestyle.

Live Services

Quirk

Quirk is a personal finance app that helps young people learn about and manage their finances according to their personality and interests so that they can ultimately make better financial decisions that align with their life goals.

hold-hero-image-xploratory

Live Services

Hold

Hold is an app that gives people the personal space to let out whatever is on their mind and relax knowing that it is stored safely. It helps people give structure to their internal dialogue making self reflection become more effective.

Would you like to know more?

Let's find the place to think, the freedom to challenge and the capability to act on real change. Together.

Phase 4: Develop Live Services

Unit 2: Incubating in InnovationRCA

Turning an idea into a business

An overview of our design approach

The work of the first phase was to expand the organisation’s imagination of what the contexts of the future may look like by creating scenarios based on trends and users.

This second phase ‘Explore Service Visions’ is about expanding the organisation’s collective imagination around the services that could emerge in future contexts by creating concepts of future services.

The purpose is not to immediately start designing the more plausible or preferable services, but instead provoke deeper consideration of the implications.

In doing so, the organisation is challenged to answer questions about their role creating, shaping or managing change in the world. It can be seen as a thought experiment that challenges the organisation to deepen their understanding of their values and strategies while also deepening their imagination of potential modes of operation within any given future scenario.

The theory

For this design approach, the lab ideated concepts of future services based on the scenarios developed in the first phase. This meant empathising with the future users depicted in each scenario, imagining them and the context that has emerged around them, and then responding to the design challenges by ideating services that could be good or bad. These ideas were then made more concrete and tangible, which enabled the team to open the discussion with the organisation about the implications of the concepts and organise the subsequent stages of the process. 

We refer to these future service visions and their ensuing discussion, as ‘explorations’.

The process

The second phase is divided into two units: 

  • the work the team did as ‘the lab,’;
  • the work done by the students as ‘the studio’.

While the lab team was in the ideation phase, it was the perfect time to turn the research into briefs and start involving the students in the project.

The value of the studio work was significant – it meant having more than 80 students researching, ideating and testing concepts. They were also engaging with hundreds of people through interviews, workshops and collaborations. Moreover, since the lab team kept the briefs open for the students, they also helped expand the understanding of the societal dimensions of change. 

Before creating the briefs for the students, the lab team did their own round of explorations first, so that they could build knowledge to transfer to the students.

Their explorations were concepts of future services, which enabled them to investigate the opportunities that could emerge around each dimension of change, get feedback from the client, and have criteria to prioritise the key themes. The lab team based these explorations on the extreme scenarios, which detail the needs of future personas set at the ‘Far Future’ time horizon.

The lab team then initiated a similar process for the students, except designing for the ‘Near Future’ time horizon. Between the lab and the studio, there was a mutual exchange of knowledge, the lab team would give them insights on the theme and how to create explorations, and the students would give back their points of view, which built alternative perspectives of the themes.

While the process for the lab team was a more experimental approach to test assumptions quickly, the students applied a more traditional service design process, following the guidelines given by the MA Service Design Programme, inspired by the Double Diamond model.

The direct application of this methodology

Explorations

Provocative future service concepts brought about by interactions between future people and their future contexts.

Phase 2: Explore service visions

This second phase comprises two units. By creating concepts of future services, the aim is to expand the organisation's collective imagination around the services that may emerge in future contexts

Unit 1: Conducting Lab Explorations

Imagining future possibilities
Read more

Unit 2: Conducting Studio Explorations

Involving the RCA students
Read more

Case Studies

Live Services

Edit

Edit is an app that helps you fill your daily routine with more positive actions than smoking. It’s not about quitting cold turkey or feeling like a patient. It’s just about trying new things and seeing if they work for you and your lifestyle.

Live Services

Quirk

Quirk is a personal finance app that helps young people learn about and manage their finances according to their personality and interests so that they can ultimately make better financial decisions that align with their life goals.

hold-hero-image-xploratory

Live Services

Hold

Hold is an app that gives people the personal space to let out whatever is on their mind and relax knowing that it is stored safely. It helps people give structure to their internal dialogue making self reflection become more effective.

Would you like to know more?

Let's find the place to think, the freedom to challenge and the capability to act on real change. Together.

Phase 4: Develop Live Services

Unit 2: Incubating in InnovationRCA

Turning an idea into a business

In this unit:

We synthesise the work of the former two units in order to establish relevant design challenges:

In Unit 1, the team created new contexts of the future by understanding and expanding the collective imagination of the organisation.

In Unit 2, the team explored the needs of future users.

With this information, the team identified critical scenarios with which they could form design challenges by aligning the contexts that were of strategic value to Koa Health with the needs of future users.

The team envisioned scenarios considering different time horizons in the future. At the ‘Planned’ time horizon, there are contexts and conditions which will most likely continue as they are currently. Here, the company is mostly focused on optimising the business. Therefore, the Lab team did not create scenarios for this time horizon.

However, at the Near Future horizon, trends will have reshaped the context and at the Far Future horizon, trends and big events could lead to societal shifts that alter the paradigm. 

At these two latter horizons the strategic approach is to manage change, either by creating it, resisting it, adapting to it or leveraging it. We work to expand the collective imagination of what is considered plausible, enabling  the organisation to make steps toward opportunity and away from threats. The value of envisioning scenarios for these time horizons is to create the map to plan these ‘directions’.

Overview

After completing the research on extreme users and the company, the lab team went through a synthesis process to create relevant scenarios. 

The team envisioned scenarios considering different time horizons in the future. At the ‘Planned’ time horizon, there are contexts and conditions which will most likely continue as they are currently. Here, the company is mostly focussed on optimising the business. Therefore, the Lab team did not create scenarios for this time horizon.

At the ‘Near Future’ horizon, trends will have reshaped the context and at the ‘Far Future’ horizon, trends and big events could lead to societal shifts that alter the paradigm. At these two latter horizons the strategic approach is to manage change by creating it, resisting it, adapting to it or leveraging it. We work to expand the collective imagination of what is considered plausible, enabling the organisation to create paths towards opportunity and away from threats. The value of envisioning scenarios for these time horizons is to create the map to plan these paths.

For both the ‘Near Future’ and the more extreme ‘Far Future’, scenarios are stories that depict possible futures. In the lab team’s definition, they need to include a persona, a context, and the way the persona might act in the context.

With each scenario, they also created a series of design challenges that consider the opportunities for the client to act on those scenarios, supporting the personas’ needs in each distinct context. These scenarios and challenges resulted from combining the research done on the organisation, the context and the users —all of which represent the critical components of the project. 

To define the scope of opportunities,, the lab team aimed to take the role of mediator between what the client wanted and what the users in those specific contexts wanted.

01

Expanding the ‘Near Future’ strategy

The work the lab team carried out to understand the company’s business strategy in unit 2 was concluded in this stage by creating scenarios for the Near Future time horizon.

By assessing opportunities in different markets, the team determined that the market that most aligned with the company strategies and resources was the ‘mental wellbeing’ market. Within that space, they decided to focus their attention on students going into university, and in particular, they looked at non-clinical anxiety.

They spotted opportunities within mobile healthcare and university marketplaces. The lab team made this decision based on the client’s current capabilities and the type of impact they could have in that particular sector. They used this research to define scenarios and design challenges that they could use for their project briefs, particularly for the studio projects.

The ‘Near Future’ scenarios were less extreme and less focused on the future than the work for the ‘Far Future’ horizon. Instead, they were aligned more closely with the company strategy. In this way, some of the concepts could be implemented within the client’s platform, demonstrating that by expanding the scope of what is plausible the company could be more innovative.

Activities

Activity 01.
Near future persona

The research on the market and the competitive landscape influenced the decision of which audience to prioritise. The lab team realised there was great opportunity with younger generations who are learning to understand and wield their own agency at times of significant change.

Once they specified the target users, they conducted further research. 

They narrowed down the scope to: 

  • people aged 16 to 24, struggling to find a proper balance of their work and social life, with their personal aspirations;
  • and,people transitioning from school to tertiary education and then to work.

The lab team consolidated their findings with the creation of a singular, ‘Near Future’ persona. Then, they analysed the needs and goals of this persona through the lenses of each one of the six societal dimensions (See Fig 1).
This process helped the team define the areas of need for each theme, which then represents what they wanted to help the users to achieve.

Near Future persona tool

A user persona is a fictional representation of your ideal customer.

A persona is generally based on user research and incorporates the needs, goals, and observed behaviour patterns of your target audience.

Download tool

Activity 02.
Scenarios of the Near Future

As mentioned before, the scenarios include a persona, a context and the interaction between them. So, after defining the persona, the lab team conducted further research into the near future for each societal dimension, considering how the persona might relate to each one of the contexts. They collected insights from articles and reports about ‘Gen Z’ and their behaviours. Then, they then synthesised the key elements that greatly influenced the persona. With those in mind, they created short narratives about  how the persona acts and used all this to create scenarios.

Near future design challenge

A design scenario builds upon a use scenario: re-examine the key interaction points in the story and think about what technology would help the user in that specific situation. In the beginning, this is a very bottom-up process, starting from the specific before moving to a general design.

 

Download tool

Activity 03.
Near future design challenges

For each of the six societal dimensions, the lab team wanted to create a broad design challenge, looking at how they could support the user in the contexts they might face. For each of the scenarios, they brainstormed questions using the formula starting with “how might we.” These questions considered how they could help young people feel more in control over their choices in the different contexts of identity, spirituality, work, body, relationships, and money.

Challenges Overview tool

Once you have created a ‘near future design challenge’ tool for each of the dimensions of change you have addressed, use this information to create this overview. This tool summarises the challenges you are responding to for the near future persona.

 

Download tool

02

Expanding the ‘Far Future’

Following the work done with the extreme users’ research, the lab team developed extreme scenarios. They called them “extreme” because, in these scenarios, they tried to push the contexts farther into the future, using the research on trends synthesised in the future trends toolkit. At this stage, they focused on exploring future possibilities looking at ways to inspire and provoke the client’s thinking in order to expand the scope of potential futures that were considered ‘plausible’.

The creation of the scenarios for each societal dimension of change started by integrating what they learned from the client, the trends analysis and the research on the extreme users. Followed by envisioning how the contexts and people would interact to demonstrate potential issues and opportunities.

Activities

Activity 01.
Future personas

Following the collection of insights from the user interviews, the next step was to synthesise the extreme users’ profiles into future personas. It was mainly a process of combining information from the different extreme users with the insight from their trend analysis.

The lab team decided to create three future personas for each of the six societal dimensions to capture any extremes of people within each dimension or any other distinct traits. For example, with the ‘spirituality’ dimension, simple distinctions could be drawn between atheistic and monotheistic people and people following alternative spiritual practices. The team used the profiles of users they had met for whom these topics were important and extrapolated their profiles into the future.

They created a narrative for each future persona, highlighting what happiness might mean to the persona and their main goals are.  The lab team completed 17 future personas — three personas for each of the six societal dimensions, in most cases.

Persona mapping and synthesis

This tool helps you use insights from guerilla research and turn them into the foundation of your Far Future Personas. Once all the insights from the interviews have been reviewed, define some outline tags for each extreme of the dimension based one what you have read. Then, arrange these insights into distinct personas to begin to form the future characters.

 

Download tool

Future persona tool

A user persona is a fictional representation of your ideal customer.

A persona is generally based on this user research and incorporates the needs, goals, and observed behaviour patterns of your target audience.

 

Download tool

Activity 02.
Extreme scenarios of the far future

The process of building extreme scenarios was based on taking the future personas and combining them with the signals and trends they collected in the future trend cards. This way, they imagined how future contexts would impact the users and how their needs might change as a consequence. They followed a creative process, similar to the exercise the lab team did with the client during the Envision Sprint. For each future persona, they used some of the signals and trends to identify possible events that could affect them.

Then, they imagined how the future persona would behave in that context, how they would interact in the transformed future and what needs or opportunities may emerge.

Extreme Scenario tool

A design scenario builds upon a use scenario: re-examine the key interaction points in the story and think about what technology would help the user in that specific situation. In the beginning, this is a very bottom-up process, starting from the specific before moving to a general design.

This tool helps you bring together and consider the necessary ingredients to create a scenario from which you can later create design challenges. At first use this tool to create multiple options for each persona and then later refine it until you have a scenario that you think will be meaningful.

Download tool

Activity 03.
Extreme design challenges

The lab team’s last activity for the extreme scenarios was to define the design challenges, which would frame their intervention in the next phases.

The design challenges format was a series of questions related to each scenario, starting with the formula “how might we.” To create the questions, they considered the future persona and the extreme scenario, and they brainstormed opportunities to consider in those future contexts. In particular, they focused on the client’s strategy and where they could see themselves creating impact

Extreme Challenges tools

For each scenario, brainstorm a question using the formula starting with “how might we.” These questions would make you consider how you could help young people feel more in control over their choices in the different contexts of identity, spirituality, work, body, relationships, and money.

This tool summarises the scenario and gives you space to respond to it with a reframed design challenge. Complete multiple quick versions of this tool and then refine it, or ideate design challenge questions straight onto your extreme scenarios (using post-its and then complete this once you’ve found the right challenge.

 

Download tool

Case Studies

Live Services

Edit

Edit is an app that helps you fill your daily routine with more positive actions than smoking. It’s not about quitting cold turkey or feeling like a patient. It’s just about trying new things and seeing if they work for you and your lifestyle.

Live Services

Quirk

Quirk is a personal finance app that helps young people learn about and manage their finances according to their personality and interests so that they can ultimately make better financial decisions that align with their life goals.

hold-hero-image-xploratory

Live Services

Hold

Hold is an app that gives people the personal space to let out whatever is on their mind and relax knowing that it is stored safely. It helps people give structure to their internal dialogue making self reflection become more effective.

Would you like to know more?

Let's find the place to think, the freedom to challenge and the capability to act on real change. Together.

Phase 4: Develop Live Services

Unit 2: Incubating in InnovationRCA

Turning an idea into a business

In this unit:

The lab explored in greater depth the existing product and platform strategies of the organisation, understanding their marketplace, existing users and strategic industrial partners.

The main aim was to establish people’s future needs to understand which contexts are relevant to future users and therefore determine what scenarios should be created and used as the basis for design challenges. By going into the field and speaking with real people, the lab team could de-bias the work and develop knowledge that would later enrich the scenarios.

Overview

In the previous unit, the lab team had defined the scope of their exploration and aligned their strategy with the client’s. 

They were now ready to start the research into the key societal dimensions of change relating to the topic of health and happiness. 

At this point, two streams of work were happening in parallel: 

The first was a consultancy project. At the time, the client was interested in developing a platform to incorporate all their projects. The lab carried out work to identify the client’s business and market opportunities. By looking at what the company was doing internally and what opportunities were available in the market, it was possible to understand how to frame this platform

The second was field research. It focused mainly on understanding the future by learning from extreme users.

01

Understanding the company business strategy

In parallel to the extreme users’ research, the lab team concentrated on defining the client’s strategy as a platform and identifying new opportunities in new markets where the client could play a role.

This work was a combination of traditional service design consultancy work and business strategy. The objective was to determine how the client’s products would sit in the context of a broader ecosystem. In particular, the lab team wanted to better understand the role that the client wanted to play in mental health and happiness for young adults going ‘through life transitions’. As the starting point, the lab used the key themes they had prioritised with the client to look for other market opportunities.

Activities

Activity 01.
Internal company research

Concerning the platform, the lab team did some further research into the client’s strategy and work. They tried to identify the client’s core capabilities by looking at the technologies they were using, the ethical considerations they were committing to, and their access to scientific knowledge.

The lab team collected all this information, established the main value propositions behind the client’s strategy, and analysed the key mechanisms they were trying to build within their products and services.

The key mechanisms were the core interventions they had developed to encourage behavioural change in users.

Activity 02.
External industry overview

To complement their research on the company, the lab team also  explored  the context, i.e. the other markets. 

At the time, the client was part of a larger organisation. For this reason, the lab team conducted a study on the other industries the organisation was exploring.

Using desk research, the lab team conducted a sectoral analysis, collecting information on the potential markets the client could address. For each one, they identified the key players, the jobs to be done, and the opportunities for the platform. 

They then assessed these markets and selected the one they identified as the most aligned with the client’s current strategy.


External analysis tools

  • Sector analysis is an assessment of the economic and financial condition and prospects of a given sector of the economy. 
  • Sector analysis serves to provide an investor with a judgment about how well companies in the sector are expected to perform. 
  • Sector analysis is typically employed by investors who specialise in a particular sector, or who use a top-down or sector rotation approach to investing.In the top-down approach, the most promising sectors are identified first, and then the investor reviews stocks within that sector to determine which ones will ultimately be purchased.
Download tool

02

Learning from extreme users

During the Envision Sprint workshop in Unit 1, the concepts that were created were overly similar and seemingly biased toward issues that would not represent the general population. Consequently, they acknowledged that their general vision was biased due to their culture, class, and project involvement. They needed to challenge their thinking more, so they decided to interview people who were already experiencing effects from things similar to the societal change they had predicted. They called these people ‘extreme users’.

During this stage, the objective was to collect insights from these users to get a broader understanding of the implications of trends on specific groups of people and the possible effects in the long term.

Activities

Activity 01.
Extreme user mapping

To find these extreme users, the lab team searched for early signs of the effects of the societal change that they had predicted.

They focused their search for these people around the UK and through their contacts. They reached out through different communities and individuals to find people involved in these trends and who were perhaps already influenced by the societal dimensions of change.

The objective was to collect as much information as possible about people’s view on happiness, their needs and issues and to catch glimpses of the future people who might emerge in the context the team were exploring.

The lab team implemented a strategy to plan and map their interviews. They took each one of the societal dimensions of change and defined extremes on both sides. For each extreme, they brainstormed groups of people who fit into those characteristics and prepared a plan to reach those people.

Extreme mapping tool

Extreme users can be described as the people on either end of the spectrum of users of a product or service. The distribution of users of most products or services follows a bell curve, with the mainstream users in the centre and remaining ‘extreme users’ on either side of the peak.

 

Download

Activity 02.
Guerrilla interviews

For most of the interviews, the lab team used guerrilla research techniques. The strategy was to conduct interviews with strangers they had met in critical locations identified through the extreme user mapping. They therefore needed ways to conduct quick but meaningful interviews. 

They prepared a set of essential questions focused on happiness and what it means for the people they were engaging with. Then, they went out and spoke to people. In addition to the guerrilla interviews, they filled in the gaps with online interviews arranged through other connections.

Research questions tool

To conduct this type of guerilla research, you need to create questions that quickly allow people to express their relationship to broad topics, gradually go into more detail about issues and talk about themselves.
This project was broadly about happiness. For your project, you will need to adapt the questions to your broad topic of interest.

 

Download

Activity 03.
Insight analysis

During the interviews, the lab team collected valuable insights and expanded their perspective by talking with extreme users.

The next step was to review all the answers they gathered and arrange them into profiles. They mostly kept them very similar to the real people they interviewed or combined some of them. They created more than 40 profiles, each one included the interviewee’s interpretation of happiness and what they associate happiness with, as well as how they see trends affecting them in the future.

Case Studies

Live Services

Edit

Edit is an app that helps you fill your daily routine with more positive actions than smoking. It’s not about quitting cold turkey or feeling like a patient. It’s just about trying new things and seeing if they work for you and your lifestyle.

Live Services

Quirk

Quirk is a personal finance app that helps young people learn about and manage their finances according to their personality and interests so that they can ultimately make better financial decisions that align with their life goals.

hold-hero-image-xploratory

Live Services

Hold

Hold is an app that gives people the personal space to let out whatever is on their mind and relax knowing that it is stored safely. It helps people give structure to their internal dialogue making self reflection become more effective.

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Let's find the place to think, the freedom to challenge and the capability to act on real change. Together.

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Let's find the place to think, the freedom to challenge and the capability to act on real change. Together.