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Blended spaces, cross-channel ecosystems,
and the myth that is service
Bertil Lindenfalk & Andrea Resmini
ServDes 2016, Copenhagen
W. J. Mitchell, Me++, 2004
“once there was a time and a place for
everything; today, things are increasingly
smeared across multiple sites and
moments in complex and often
indeterminate ways”
today, affordable, mobile, consumer-grade
computing is mainstream: smartphones,
tablets, sensors, ambient appliances, and
wearables allow human-information
interaction everywhere, all the time
digitization and constant read/write
access to information have blurred the
distinction between products and services
people freely connect often competing
products and services in emergent
choreographies
D. Norman, Systems Thinking: A Product Is More Than the Product, 2009
“the point of a product is to offer great
experiences to its owner, which means
that it offers a service”
services are usually described either in
terms of what they do or by reflecting on
the different elements they consist of
Grönroos, 2007; Vargo & Lusch, 2008; Blomkvist, 2014.
we argue that this is a reductionist
approach whose usefulness is greatly
diminished when it comes to capturing
experiences
the myth that the service designer can
design a perfectly bounded artifact and
simply drop it in place within a dynamic
environment still holds fast and
unquestioned at least in the practice
N.Fein, Cocktail bar and restaurant at Hunts Point Market, the Bronx, NYC Black & White (http://www.nycbw.com/page/5/)
to properly counter the risks of
simplification and reductionism, we argue
for a shift from a holistic perspective to a
systemic approach
R. Armson, Growing Wings on the Way, 2011
it also implies a shift from the idea of
service to that of experience taking place in
cross-channel ecosystems in blended space
a cross-channel ecosystem results from
actor-driven choice, use, and coupling of
channels, either belonging to the same or
to different systems, within the context of
the goals and desired future state actors
intend to achieve, explicitly or implicitly
cross-channel ecosystems are semantic
constructs that straddle digital and
physical spaces, locations, devices, and
contexts
cross-channel experiences identify a
blended space of opportunity for the
designer to intervene in, more than a finite
artifact that can be fully managed
WHATSAPP
SKATES
BOX OFFICE
IMDB
MOVIE
NETFLIX
BUS
YELP
RESTAURANT
SMSWEBSITE
FRIEND’S
HOME
BUS
DINNER
PS4
BOARD
GAMES
PHONE
PIZZA
PLACE
WHATSAPP
SKATES
BOX OFFICE
IMDB
MOVIE
NETFLIX
BUS
YELP
RESTAURANT
SMSWEBSITE
FRIEND’S
HOME
BUS
DINNER
PS4
BOARD
GAMES
PHONE
PIZZA
PLACE
WHATSAPP
SKATES
BOX OFFICE
IMDB
MOVIE
NETFLIX
BUS
YELP
RESTAURANT
SMSWEBSITE
FRIEND’S
HOME
BUS
DINNER
PS4
BOARD
GAMES
PHONE
PIZZA
PLACE
WHATSAPP
SKATES
BOX OFFICE
IMDB
MOVIE
NETFLIX
BUS
YELP
RESTAURANT
SMSWEBSITE
FRIEND’S
HOME
BUS
DINNER
PS4
BOARD
GAMES
PHONE
PIZZA
PLACE
WHATSAPP
SKATES
BOX OFFICE
IMDB
MOVIE
YELP
WHATSAPP
BOX OFFICE
IMDB
MOVIE
BUS
SMSWEBSITE
design is a pragmatic intervention to
maximize social or business opportunities
and minimize individual or organizational
pain through a recast of one or more
specific channels or touchpoints
interventions within an ecosystem broker
between the different instances presented
by the ecosystem itself, the actors, and the
designers’ own vision
this creates an emergent structure and
introduces a loss of control that goes way
beyond user-centered perspectives
the emergent structure resulting from the
actors’ joining individual channels is also a
blended, physical / digital, space
“a blended space is as a space where a
physical space is deliberately integrated in
a close-knit way with a digital space”
D. Benyon, Spaces of Interaction, Places for Experience, 2014
as a multitude of actors freely joins
independent channels, a blended space of
services, contexts, and locations is
articulated as a digital/physical ecosystem
cross-channel ecosystems are service
supersets, unbound, actor-constructed,
unfinished, and transient
they transcend the traditional limits
encountered by service design practices
focusing primarily on organization-bound
and organization-controlled systems
they are a digimodernist construct, fully
acknowledging its computer-derived
textuality of haphazardness, evanescence,
and anonymous, social authorship
design focuses on the interdependencies
of significant existing, available, or unused
elements in the actor-driven ecosystems,
regardless of ownership
their complexity and emergent nature,
their unfinished, evanescent onwardness
requires a systemic framing built around
the idea of actor-driven experiences
designing services as a collection of related
and relatively static touchpoints is
eminently postmodern and unavoidably
reductionist in nature
it’s a way of framing services which is
generally neglecting the real-world usage
patterns employed by actors to reach a
desired state, inward-focused, artificially
organization-bound, and falling short of
accounting for the resulting complexity
this is the myth that is service, one of
change and distance: under an illusion of
completeness, services are designed within
the same constraints and under the same
assumptions that products are
we propose that a way to move forward is
through a systems thinking approach and
the conceptualization of cross-channel
experience ecosystems as formalized in IA
reframing the problem space through the
idea of experience rather than service
and going for a larger strategic impact as a
way to set up the ecosystem for value
creation for both actors and organizations
thank you
bertil.lindenfalk@ju.se - @BerraMakeIt
andrea.resmini@ju.se - @resmini

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