Thursday, February 21, 2013

User-Oriented Design in Entertainment: Could It Revolutionize the Industry?


For my Customer Insights course we need to create a current topic report exploring a customer insights subject in depth.  For my paper, I would like to cover design thinking in entertainment.  As a media enthusiast and former member of the entertainment industry, I have been thinking a lot about how many of the elements of design thinking have their origins in creative industries such as entertainment.  However, I find that in the past decade or so, entertainment has drifted more and more toward the “better bets” that are derivative of other popular works (i.e. sequels, adaptations of works in other areas).  Market testing is done frequently and any negative feedback perceived as having a box office impact results in re-edits, rewrites, and drastic changes in branding for a movie or television show.
            What I would like to explore in this paper is how bringing design thinking to entertainment, specifically film and television, can change the direction the studio-oriented industry as a whole is heading toward.  My hope would be that by injecting some insights based around what consumers want and need from entertainment, not only will movies and shows track better with audiences but they might also contribute more to our culture.  Like many others today, I am concerned about the “sequel machine” and the need for “a sure hit” crumbling our creative culture into mainly derivative works with original, fresh concepts few and far between.  How can we support creative ideas that better reflect what the public actually wants to see and prevent pouring resources into concepts that sound like past successes but end up being faint shadows of that which they are trying to imitate?
            This topic is fascinating to me because I have always been intrigued by how ideas are generated, especially for creative works.  Creative ideas often seem so personal and taking them to a large studio or network often means that the idea gets shifted and adjusted for better mass consumption.  When I was going to film school in my undergraduate years, there was a sense of hope and optimism about how our work could change “the studio machine” and have a real impact on our culture and our world.  As someone who is interested in optimizing systems, I feel that concepts from our course such as not condescending to your consumer could make a huge difference in changing the current studio or television network systems into something closer to what my colleagues and I envisioned back in school.  Perhaps this is because I’ve been pursuing a career in management consulting upon coming back to school and that’s made me more aware of the flaws that can lurk in large systems such as that of a movie studio.  I’d like to combine my interests in change management, customer insights, and entertainment to explore how truly consumer-based design could be a revolutionary movement in the film and television industry.
            When thinking about entertainment from a design perspective, it becomes clear that entertainment has the power to impact consumers on each level covered by the Strategic Experience Module.  From sensory appeal to emotional resonance and inspiring action to provoking thought and connecting us to our world and even our higher selves, entertainment when done well moves us.  A great movie or television show can not only transport us but transform us.  The current systems use research in a way that tends to be superficial, mass-oriented, and money-driven.  I want to use the research techniques, specific persona creation, and concept of compassion for the consumer that we have learned about in this class to chart a course for user-centered movies and television. 
            In the early stages of my research for this paper, I have found a couple of sources I think will be helpful.  The first is a paper from the journal Innovation: Management Policy & Practice from Fall 2012, “Innovation in cultural industries: The role of university links” by Elena Zukauskaite.  This paper discusses applying R&D techniques similar to what we’ve been discussing in class to “cultural industries” such as entertainment.  While design thinking and other innovation-oriented techniques can be used in any company, Zukauskaite makes the point that R&D companies tend to be the only ones who utilitze this resource.  She also discusses universities as an important place where innovation can occur and has a case study of several media companies and how they use innovation.  Relationships with universities have a correlation to how innovative a company is across many different arenas such as products, processes, and strategy.
            Another source I have found is a blog entry from Innovation Architecture by Doug Collins from May of 2012, “Reimagining Media Through Collaborative Innovation.”  I found this post interesting because it talks about how Kickstarter and Twitter have turned the viewers into authors and creators.  He also discusses how Quirky could be used to crowdsource concepts for new movies, webisodes, or shows.  The digital nature of our world is changing and eroding the barrier between user and product.  This changes the relationship between the user and the studios and networks as well, as the users become collaborators instead of mere consumers.  While this is not necessarily a direction that would work for a large established studio, I would like to use this post as a jumping off point for ideas as to what form user-oriented design in entertainment might take.

            The questions I would like to answer in this paper are:
  • ·         How can design thinking techniques be applied to entertainment, specifically film and television?
  • ·         What would a user-oriented film production company look like?  What would a user-oriented television production company look like?  This section would also explore how a company such as this could generate enough revenue to make a profit.
  • ·         How can a movie studio or television company today start moving toward user-oriented design?  What steps can be taken and what might the costs be?
  • ·         Is Kickstarter or Quirky the way of the future in terms of entertainment or will it remain a way to fund a subsection of the industry?


Thursday, February 14, 2013

Trying Out Generative Research for Myself

Today we have three exercises that are examples of generative research.  These are sample techniques that can be used to help generate insightful information about consumers.

1. Close to You

This exercise required me to place pictures of things that are important to me into two categories: What I Can't Live Without and What I Care About.
Some highlights:

  • I can't live without pets.  Growing up I had two dogs and two cats.  My husband and I currently have three cats and I can't imagine life without them.  They add enjoyable chaos and extra love to our home.
  • I also can't live without fun.  I think laughter is essential to daily life and enjoy finding the humor in everyday situations.
  • Besides the more obvious "can't live without" factors such as my husband, my family, and my friends, I also can't live without knitting.  I have been knitting avidly for five years and I love it.  Knitting helps keep me patient and I love having a hobby that creates usable works of art.  If I don't have time to knit, I don't sleep as well and I'm definitely grouchier.
  • I care about giving back to my community.  I am a huge animal lover and so most of my giving back is through nonprofits like Austin Pets Alive!  Currently, I walk dogs and write cat biographies for their website.  The photo is of one of my favorite dogs from the shelter who is now happily placed in a forever home.
  • I also care about stories. I love to read and also enjoy a good story from a friend about something that happened in their lives.  I am a story fanatic and can't get enough of interesting and creative tales.  This goes along with my passion for movies and television as well (represented separately by a picture of a movie theater marquee).



2. Digital Ecosystem
This exercise shows the main places where I get my information digitally.  A single line means I use this source, and a double line means I use it often.

The two main places I get my news are Slate and The Skimm.  Slate is an online-only news magazine that covers national and international topics.  I subscribe to their "Daily Slatest" email digest and often browse the stories on their site to stay informed about everything from current events to entertainment.

The Skimm is an email newsletter that provides brief summaries of current events in everything from politics to sports in a fun and easy-to-read-quickly manner.  I love it because I can get up-to-date on current happenings in just a few minutes each morning.  The newsletter is female-oriented as well and makes a point of explaining typically "masculine" topics in a smart and accessible way.



 3. Typical Weekday
This exercise had me draw up my typical weekday and then draw lines for the types of information I might receive or access at that point in the day.  I used color coding to make it easier to see the differences in each time period.  I chose a Tuesday because as a student, my weekdays can vary rather wildly!

The time when I get the most information oddly enough is at the gym in the morning.  This is mainly because I watch CNN while I run on the elliptical trainer for 30 minutes so that covers many major categories in a short period of time.

I found it interesting that my two at home/doing homework time periods come out looking rather different as I'm more concerned about weather and traffic in the morning when I will head to class in a bit and more focused on my schoolwork in the afternoon.

Since I have three classes back-to-back on Tuesdays, I don't get a very wide variety of information during that time period.  It's mostly profession- or business-related with some checking of my calendar or lists of school events.

From dinnertime onward is when I like to relax with my husband and that's when I get to read more about entertainment and hobbies (such as knitting-related websites and forums).  While this divide between relaxing and homework may be a little less delineated than how I represent it here (sometimes I take a short break to peruse non-school-related information!), I tried to focus on the primary types of information I pursue or receive in each part of my day.