Chapter 3
Design-Centric Research

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The Importance of Research for Design

The best design is nearly always informed by some kind of research. At its best, research gives designers insights into the human, cultural, technical, emotional, and cognitive factors in a domain or context that they are designing for. However, some research studies can lead to erroneous conclusions and mistaken concepts.

Most designers at some point in their careers, have been handed a research report or “deck” from the client—usually from the marketing department. Valuable time and money has been spent acquiring this information, and the designer is expected to make use of it. Some of these decks are amazing, while others seem to be silly, almost futile, exercises. A designer can look at one of these reports and reach conclusions completely different from the researchers. It comes down to how you look at it. You’ll find that designers who place strong value on using research to inform their thinking, typically do their own studies. Sometimes, even duplicating the client’s efforts.

Research Methods

Context is critical to design, and it is critical to the research that aids design. However, exactly which type of research to employ is often debated by clients and designers. Over the years, different research methods have been in favor, including the following.

1 Traditional Market Research

Broadly speaking, market research is any organized effort to gather information about customers. Some methods traditionally used include

Demographics: looking at quantifiable statistical data that describes a group of people or target market segment.

Focus groups: where a group of people from the target market are led in a discussion to solicit opinions and reactions.

Psychographics: a means of evaluating subjective beliefs, preferences, and opinions. It seeks to determine why people do what they do.

2 Ethnographic Research

Ethnography is a type of research rooted in anthropology that looks at the links between culture and human behavior. Viewed both from a group’s or individual’s perspective, these research observations describe people based on thought, behavior, and actions. Some methods include

Observational research views and records behavior without interacting with or questioning people.

Visual anthropology allows a trained researcher to photograph or review photos and visual reference materials in order to draw conclusions about people.

Photo ethnology requires that the people being studied photograph or record themselves, revealing their preferences and behaviors.

3 User Experience Research

This type of research measures the ability of a product or service to meet the needs of the end-user. Sometimes called “testing” or “usability testing,” it lets researchers view behavior directly. Some methods include

Observational research views and records people as they interact with a product or service. Often used as validation for design concepts.

Web analytics track users behavior on a website using quantitative metrics built into the site. These statistics measure a set of variables and illustrate the user interaction with website content.

Personas are a theoretical method of developing hypothetical users for a product or service that springs from the discipline of interactive design. An archetype or hypothetical perfect user is created, then their motivations, lifestyles, and expectations are examined.

4 Classic Design Research

Mostly, information gathered first-hand by the designer through visual review and subjective analysis. Methods include

• Visual audits: review of client and/or competitor products and services plus their related designed materials, in situ. Observations are typically photographed.

Prototype testing: creating iterations of a design, making a mock-up or prototype, using it, and making refinements as necessary.

Participation: the designer personally experiences the product or service for themselves and records impressions and insights.

5 Blended Research

Some form of subjective and objective, qualitative and quantitative, field and lab methods are used. Typically, a little bit of each of the research methodologies listed above is completed and analyzed.

Case Study in Design-Centric Research

Culture Advertising Design / Atlanta, Georgia USA

Culture AD has been providing services in the field of advertising and design since 2001. The agency parses the aesthetic and strategic aspects of graphic design and combines them with the experience and insights of advertising to create relevant visual, tactical, and vital marketing tools. Headed by creative director Craig Brimm, their work targets African Americans as well as general-market consumers. Culture AD’s approach to design is about moving brands ahead through relevant concepts and visuals. Brimm says, “Today’s society is moving so fast, and we receive messages so quickly and frequently, that it is essential for brands to evolve so they do not fall victim to circumstance.” To inform their work, the agency brings creativity, market insights, and human behavior expertise.

African Pride

African Pride is a beauty brand within Colomer USA. Formerly Revlon Professional Products, Colomer USA makes and markets a variety of heath and beauty products, specializing in ethnic hair care primarily marketed to African American and Hispanic consumers. Over the years, African Pride had many improvements to its relaxer formula, as well as expanded its hair-care maintenance offerings. Culture AD was tasked with creating a package design, which was a portion of a brand restaging that also included print advertising, a thirty-second theater commercial, and a seven-minute in-store promotional video. The target audience is African American women ages eighteen to twenty-five years old. “Our approach was to add a little sophistication to a market that is often under valued for it’s savvy and knowledgeable pursuit of hair-care products,” explains Brimm. “This distinct market is avid in their research and conversations about hair, hair health, hair care and product selection. All of this led to creating packaging and advertising that didn’t pander to the lowest common themes. Instead, we took the path that met them where their psychographic profile said their understanding was best acclimated. That was to offer full disclosure of natural ingredients, inherent properties of said ingredients, and ultimate hair health and styling benefits.” The resulting design has a youthful, vibrant look.

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Urban Intelligence: itsTMI.com

Urban Intelligence is a video production and digital music distribution company that also owns and runs www.itsTMI.com, the urban youth news/gossip website. The owner, Terrance Moore III, is a college-aged entrepreneur, who gathers, records, presents, narrates, and discusses the site’s content. Culture AD’s challenge was to create an identity and website that melds two separate businesses into one cohesively branded entity. “To do this,” Brimm says, “allow for experimentation of visual elements and the natural evolution of the brand’s iterations.”

Readers Make Leaders

Trying to reach urban teenagers and convince them of the value of reading is the mission of the nonprofit literacy group, Readers Make Leaders. The organization needed a brand identity that would present a more professional image to donors, as well as catch the eye of the children it served. “The target market was urban high school students ages fourteen to nineteen years old,” notes Culture AD agency manager, Brooke Brimm. “We know this demographic to be vastly underestimated as far as the intellect, habits, and collective consciousness. They are intimately aware of their surroundings, the way they are perceived, as well as their enormous power and influence on world culture.” Culture AD’s design co-opts fashion trends, imbuing relevant iconography with a relaxed sense of excellence.

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Creme of Nature

Creme of Nature Professional is another brand of the Colomer Group, the international health and beauty product company. Well-established in the ethnic hair care industry, Creme of Nature Professional products have been sold for over thirty years to hair care professionals, as well as home-application consumers. Culture AD created point of purchase, public relations materials, and a poster, which was also adapted as a print advertising campaign, targeted to African American women ages twenty-five to fifty-five years old. “Ethnic hair care is one of the most dense, complicated, and misunderstood marketing category in existence today,” says Brimm. “The marketplace is fraught with issues as complex as battling urban myths and incorrect assumptions to multiple brands with questionable efficacies and crowded shelves with inconsistent product placement.

The messaging in ethnic hair care has to be more than direct. It must be laser focused while being markedly honest. We had to do more than allude to natural ingredients. We had to verify the quality of those ingredients and underscore their level of purity.” As a result, the design expresses reliability and commitment to healthy hair.

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Research Aligns and Focuses Design

The scale and complexity of the design research typically depends on several factors. The more research available to a designer, the better their decision making can be.

Key Factors for Deciding Research Method

The research method, as well as the scope of this research, typically depends on several things:

• Client’s category of product or service

• Budget

• What is being researched

• Number of people being studied

• Time frame

Typically, it is the large consumer product categories that invest the most resources into research, because of the vast amounts of money invested overall. While boutique service companies spend the least, perhaps because they are often more personally involved with their customers and feel they already understand them.

Ways to Look at Research

Research is considered to be either

• Quantitative, which measures objective numerical, or fact-based, data; or

• Qualitative, which focuses on subjective data, like thoughts, feelings, motivation, and other qualities that describe people.

In addition, research can be

• Primary, which is information that is gained directly and is commissioned by the client for this purpose; or

• Secondary, which is information obtained indirectly by studying existing data from a variety of sources.

Designers use both or either. It depends on their individual practices whether or not they are involved in commissioning research studies. At the very least, they all do their own observational research of a cursory nature when they study the existing client branding and literature, try to buy or use the product/service, and check out what the competition is doing.

Visualizing Research

Creating pie charts, diagrams, and comparison tables allows both designer and client to make sense of the information. What do they find useful? What is not? These things become more apparent when diagrammed.

Why Research Matters

Research facilitates and focuses design. This is important because through organized investigation, clients and designers can define and understand the following:

• The actual problem

• Realistic objectives

• The context

• The consumer/audience

• Purchasing decisions

• Behavior/use

• The competition

• Verbal/visual language

All of this helps designers make better concepts and improve on the design process by streamlining their explorations. The many design possibilities can effectively be narrowed down, allowing better-informed design direction that ultimately speed workflow. Good research helps eliminate bad, or simply wrong, design concepts.

Project Profile in Design-Centric Research

Supermarket designed by Citizen Scholar, Inc. / Brooklyn, New York USA

Supermarket is a curated online marketplace where shoppers can find high-quality design products and buy them directly from the designers. It is founded, designed, and run by Ryan Duessing and Randy J. Hunt of Supercorp. In addition to Supercorp, Hunt is also creative director of Citizen Scholar, Inc., a Brooklyn-based design consultancy that designs for people who shape society in positive ways.

“Our goal, from the beginning, was to make it easy and fun to find and buy great design. Supermarket was a new business, a new website, and a new product idea. As a business, it is an evolution of ideas that started with Ryan Deussing’s prior venture as a successful design and gift e-commerce retailer.

“For shoppers, we aimed to create a friendly, authentic experience, free of artifice, where they felt like part of a community without being filled with web gimmicks of the moment. We wanted a marketplace where you’d stick around and come back because of great products and a curator-like point of view. Browsing design products should feel like a creative act, one of discovery.

“For designers, we wanted to create an environment they would be proud to be a part of. Like a good boutique, carefully selected products raise the quality of the experience, and designers want their products to be a part of something like that. By virtue of aggregating individual designer’s traffic and visibility, we aimed to craft a rising tide scenario, where each person’s success and visibility helps the marketplace as a whole.

“For ourselves, we were pursuing a new business model, that built on the strengths and weaknesses learned from past experience, and allowed us to take advantage of both technological and personal networks to connect more people with high-quality designer’s products.”

—Supermarket cofounder Randy J. Hunt

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BELOW AND RIGHT
Screen captures of www.supermarkethq.com, along with an initial brand positioning concept sketch.

“Beyond our unique curatorial voice, Supermarket also places a very high emphasis on drop-dead ease of use for both shoppers and sellers. That permeates every form, every link, every help page throughout our marketplace. The design of Supermarket is built to serve shoppers’ interests and designers’ needs. The intersection of those two groups of people is at the heart of the products themselves.

“Product photography is an extremely important part of any online shopping experience, and that’s even more true in a highly aesthetic space like design products. We created a design that lets the products take the lead.

“We don’t need to pound people over the head with our logo—they’ll remember Supermarket because it’s the first place to go to find great design products. The logo itself is Helvetica Neue, carefully kerned with a ‘designerly’ attention to detail. It’s underlined as if to say, this is really super. The type choice is based on three major qualities of Helvetica:

• Familiarity (we’re not trying to steal the thunder from the products or the designers)

• Its natural comfort with Arial, which is our web-friendly font of choice

• Its associations with ‘design-y’ things

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“Our typography and composition is quite restrained, so it becomes important that the soft, earthy tan acts as a neutral backdrop for the design imagery without feeling cold and impersonal like gray would, but every once in a while there are subtle woodgrain details. These are a nod to warm, solid, authentic materials, like a wood frame on a nice art print or a solid dining table. Beyond the core color palette, use of color is very restrained, and is employed almost exclusively for communicating specific domains of information or points of interaction. For example, all of the shopper FAQs are blue, while the seller FAQs are green.

“Animation and transition effects are employed only at key interaction points that require extra communication or attention, for example, a designer uploading files or saving billing information.”

— Supermarket cofounder Randy J. Hunt

“We’re entering year number three and our goals are maturing. We’re seeing new opportunities and we’ll be designing the experience accordingly, “says Hunt. “Ignoring the hyperactivity of the holiday seasons, traffic and sales grow by five to ten percent each month. We consistently hear from both shoppers and sellers how easy it is to use Supermarket and how much they enjoy it. The most satisfying feedback is when we receive emails or find blog posts and tweets where people sing the praises of the products and people they’ve discovered through Supermarket.”

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OPPOSITE
Sketches show the development of the Supermarket logo. The Supermarket audience is adults who value quality and authenticity in the products they buy. Products are purchased directly from the designers who create them.

ABOVE
The Supermarket user experience is outlined in a series of preliminary site map sketches.

Design Research Is About Better Design Thinking

Of all the design disciplines, graphic and communications design are routinely criticized for a lack of research rigor. Justifiably so, but maybe it isn’t the designer’s fault. Graphic designers complain that because their work is part of a holistic suite of branding activities, and there are so many different conditions and contributions to the success of branding, their work is hard to validate or measure directly. Therefore, most graphic design is considered a success because of consensus, not empirical data.

If a designer has studied the people who are being communicated with, they can better tailor their efforts to the audience’s needs and preferences. Knowing people is what helps designers find those tiny inspirations that become significant insights later on in the process of creating distinct and innovative design solutions. It just makes sense to understand as much as you can about an audience before you begin to design for them.

The Design Research Society, the multidisciplinary international society for the design research community worldwide, founded in the UK in 1966, describes communication design as both “scientific and humanistic,” two very contradictory forces. Because of this, designers need to observe carefully how people behave, interpret the reasons and meaning for this behavior, and either recreate or reinvent it for their clients in order to get the desired result. Simply put, research makes designers better at what they do.

Reasons for Research Failure

Like everything else about the design process, it’s essential to plan and execute the research studies properly to ensure good results. Sometimes, that’s not entirely possible. In that case, failure, or less than optimum results, may be obtained that lead to mistaken analysis. Some common mistakes that lead to poor research:

Lack of clarity: Figure out what information you need to know up front. Any additional information uncovered becomes a bonus.

Wrong subjects: Know who the target audience is for your client. Make sure to conduct research with people who fall within this description.

Bad instrument: Ask the right questions using the best research method in order to yield information that actually matters.

Dubious sources: When leveraging secondary or existing research, make sure the information comes from credible, verifiable sources. Double check or filter dated or biased material.

Limited information: Make sure the research is thorough and not random or insufficient to draw good conclusions. Verify data by looking at several sources of information.

Most of the time, research failure means not having done it in the first place. Of course, ignoring it either selectively or entirely once it’s done is another giant cause of research failure.

Three Useful Research Tactics

When it comes to research, the instinct for most designers is to utilize, or be dominated by, the visual. Just reviewing the client’s existing branding efforts is going to speak volumes to a designer. Add to this a few additional tactics, and a designer has a full arsenal of information at their disposal. Things to include:

1 Interviews:

Personal interviews with open-ended questions can yield great information. Moderated interviews with multiple people, like focus groups, can also be helpful, if they are not lead with prejudice toward a certain result by skewed questions. Any interviews should be recorded and reviewed later for best results.

2 Surveys:

Use a sample group that represents the target audience and have them answer a straightforward questionnaire, either on the telephone or via direct mail. More and more, surveys are placed online with respondents self-selecting, usually incentivized by a contest.

3 Observations:

Sometimes, interviews and surveys provide results that are contradicted by actual behavior. Recording people in action as they interact with a product or service, whether it is actual or prototype, will give you a more accurate look at what people really do versus what they say they do.

Defining the Audience: Demographics and Ethnography

People are complex, and figuring them out is no small task. So much of creating effective design is getting the right message to the right people in the right way. For that reason, discovering and understanding the audience is essential.

Identity, Culture, and Experience

When we think about how people can be described, so many means and measurements come to mind. However, these fall roughly into three categories: identity, culture, and experience. Identity is composed of things that relate specifically to an individual, such as a person’s gender, race, age, memberships, or profession. These things are clear facts, and often compiled as statistical data. They can be obtained using demographic research. Culture is a set of factors that describe a person as existing in relation to a group of others—their traditions, nationality, social norms, and religion. These are the characteristics derived from ethnographic research. Finally, experience relates to both individual and group factors: How does a person think and feel? What are their aspirations? How do they make decisions? These qualities can be studied using psychographic research.

Demographics

Characteristics that are readily quantified can produce a fact-based profile of any person. The relevant information that can help designers:

• Gender

• Age

• Race

• Ethnicity

• Education level

• Marital status

• Family size

• Income level

• Number of earners in the household

• Employment status

• Own or rent home

• Amount spent on this product/service category

• Frequency of use/purchase of this product/service

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Ethnographic Research Process

Ethnography

Sometimes called “field studies” or “case reports,” ethnographic studies are holistic since they look at people in their natural environment, not in a laboratory.

For the most part, ethnographic research is done as direct, first-hand observation of daily behavior. Anthropologists and sociologists conduct this kind of research regularly. Increasingly, designers are participating in ethnography as part of their practice as well. The American Institute of Graphic Arts (AIGA) partnered with Cheskin, a California-based consulting firm to develop the 2008 AIGA report called An Ethnography Primer. (The chart, left, is adapted from the process steps outlined in this report.) Designers are encouraged to adopt this research method as a professional service or complement to their own offerings. Some designers even call this style of research “design-based research.”

Ethnography dissects a person’s culture and what he believes and values. What are the clues, gestures, and language he uses to interact and communicate with others? What is the ethos of this culture? When this data is translated to design, it answers the question: What is the world view and how does it influence, and dictate the thoughts and behaviors of people within the client’s target audience?

To do ethnographic research well requires having patience, being unobtrusively observant, and meticulously recording what is seen. The resulting information garnered must be scrutinized and analyzed precisely to make meaningful connections and insights. At its best, ethnography reveals opportunities and nascent trends and lets designers see how the target audience views itself.

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Defining the Audience: Psychographics

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Another way to define an audience is through Psychographic Research. Psychographics explores factors that deal with a person’s motivations—the “whys?” of behavior. The kind of information researched:
Personality type

image Buying habits

image Goals and aspirations

image Special interests

image Lifestyle choices

The research is obtained and is looked at using a variety of methods, including formal surveys and questionnaires, virtual and/or actual live focus groups, and software that captures customer data and matches it against consumer types and groups.

Advantages of Using Psychographics:

• Helps address the emotional factors that motivate customers

• Classifies customers according to some combination of these variables: activities, interests, and opinions

• Assists in understanding which attributes of a product or service resonate with customers

• Shows customers’ predisposition toward purchasing the product or service

Disadvantages of Using Psychographics:

• Can be expensive to do a proper survey

• Target audiences for some products or services may come from a cross section of psychographic profiles, so several groups may need to be studied

• Critics complain that these studies are complicated and lack proper theoretical underpinning

VALS: Values and Lifestyle Categories

Using psychographics helps determine what type of person is most likely to respond to a client’s product or service. A good study will show who these people are, as well as their needs and preferences. The Stanford Research Institute (SRI) has developed a psychographic categorization system called VALS (for “Values and Lifestyles”) that breaks people into eight different clearly defined types are shown on the opposite page.

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Defining the Medium

If research is all about helping to understand how to get the right message to the right people in the right way, then a designer must use research to inform their recommendations about media as well. The best choice for one client in a certain situation may be totally wrong for another client, or even the same client when addressing another situation. For example, a direct-mail campaign to solicit funds for a nonprofit organization may have outstanding results when targeted to mature adults, but it may fail to connect with young audiences who would rather be reached via an email blast.

Design schools have evolved designer training along with changes in the graphic design profession—changes primarily driven by technological advances. Designers are trained in an approach or way of thinking that is delivery media independent. Designers who have been practicing for years know not to get too attached to any one particular means of communication. They’ve seen print budgets slashed, traditional advertising dissipate, and watched the rise of social media networking impact marketing tremendously. Design, in terms of delivery media, is always in a state of flux. The only constant is change.

Audience Driven

What matters most when it comes to researching and evaluating media is the audience:

• What do they use now?

• What are they most comfortable with?

• What will make the client more appealing to them?

• How do the client’s competitors talk to them?

The main choices of delivery media are either physical or screen based. Some vehicles include

• Physical Delivery Media:

   - Print: books, brochures, magazines, newspapers, sales literature, packages, hang tags, direct mail, stationery

   - Environmental: signage, building graphics, interiors, trade show booths, sets, landscape elements, exhibits, retail, kiosks (might have a screen, too)

• Screen-Based Media:

   - On-air: television, advertising, movies, motion graphics, animation, instructional video

   - Online: websites, animations, movies, games, interface, interactive, advertising, blogs, WIKIs, virtual worlds, social networking media, instructional videos

Media Agnostic

The most forward-thinking designers, especially the ones who plan a lifelong career, adopt and embrace the idea of being media agnostic—designing for any and all media. They work to understand each media, the pros and cons of designing for each one—all the while being clear on how these tools are interpreted by the target audience.

Common Denominators

The common design elements used in all media must be utilized to their fullest advantage with compensation given for the variances between media. In researching delivery media choices, it’s important to look at

• Content (images and words)

• Flow of information (narrative)

• Interaction (physical or virtual)

• User’s behavior (pro and con)

When in doubt, and if the client budget and schedule allow, test several media to validate your decision. Design several types of pieces in a couple of different media and put them in front of the target audience in a research study. Did we accomplish what we set out to do? Did the audience accept or reject the design? What is the best media for the message?

Delivery Medium

Every type of media has its own unique advantages and disadvantages. In this age of constant bombardment, a critical decision for the designer is which medium to use in order to serve the client’s objectives, schedule, and budget. Here are a few options:

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