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© PARC All Rights Reserved
DESIGN IN
RESEARCH
How do you use design to support and shape R&D?
PARC’s Innovation Services Group
© PARC All Rights Reserved
A BRIEF HISTORY OF
PARC
© PARC All Rights Reserved
PARC Origins v3
Xerox PARC
1970
Laser Printing
1971
PC - Alto
1973
Ethernet
1973
WYSIWYG GUI
1975
Programming Language
1980
Multi-beam Lasers
1986
Ubiquitous
Computing
1988
Blue Laser
1997
Electronic Reusable
Paper
2000
Biomedical Systems
2001
PARC,
A Xerox Company
2002
PARC Inventions you use everyday
Laser Printer
© PARC All Rights Reserved
Ethernet
Personal Workstation Graphical User Interface
For those of you who don’t know:

PARC was founded as “Xerox PARC” in 1970, when we were chartered with the mission to create “The Office of the Future”. 

That led to these inventions -- beyond the ***PC***, which is just a single piece of technology. It only takes on deeper meaning and
impact when it is coupled:

• with laser printing that made desktop publishing possible

• with the graphical user interface and what-you-see-is-what-you-get editing which made computing personal

• with networking which enabled distributed data sharing and moved information across people and devices 

• with social science in technology design.

By the way: I want to note that while Xerox didn’t really commercialize the PC -- because it wasn’t set up for that given their core
business. It did however make multi-billion dollars in the laser printing technology that was invented at PARC (and which paid for
Xerox’s investment in PARC many times over)! 

What Xerox did next was bold – they helped create a new model for innovation at PARC by spinning out PARC so that others COULD
take other R&D, relevant to their industry, to market. 

When PARC was incorporated as an independent company in 2002, this enabled us to work more formally with other companies.
That’s what we’ve been doing for almost a decade now [last row of technologies]. 

But our work today goes beyond these technologies – it’s now about a new business model for innovation.
PARC’s other resume

The original start up culture:
• Openness, tolerance, meritocracy…
• Disinterest in “conventional goals”
• Eating our own dog food
• Willingness to turn “!” into “?”
Centering technology around people:
• Ethnography to ground innovation in a deep understanding of actual practices,
beliefs, and desires
• Social science (psychology, behavioral economics…) to contextualize
technology with its impact
• Open Innovation as a business model
We are also part of the original Silicon Valley DNA. PARC has been part of Silicon Valley counterculture since the beginning. Perhaps
because of the distance from established East Coast institutions, and certainly because of direct influence by the 1960s
countercultural movement in San Francisco and Berkeley, the philosophy here has always been to take transformative risks and to
use a combination of social science and hard science to challenge not just what a technology does, but why it exists in the first place
to solve human problems and maximize human potential. Rather than working within existing boundaries and with existing
constraints, the Silicon Valley counterculture philosophy, which I certainly buy into, has been to find new ways to do old things and,
when necessary, to replace those old things, whether they’re technologies, assumptions, ways of working, or entire industries. The
Facebook philosophy of moving fast and breaking things started here.
© PARC All Rights Reserved
PARC Focus Areas

IoT and Machine
Intelligence
AI and Human-Machine
Collaboration
Digital Workplace Novel Printing
Digital Design and
Manufacturing
Microsystems and
Smart Devices
© PARC All Rights Reserved
PARC By The Numbers
Talent
140 physical, computer,
and social science
researchers from 22
countries
Impact
30+ companies;
created or transformed
numerous markets
IP Portfolio
4,000 scientific papers,
100 books
Track Record
40+ years of pioneering
technological change; 15
years as an independent
subsidiary of Xerox; >50%
of our revenues come
from outside of Xerox
Who Works With PARC
Multinational Corporations Startups Institutions & Agencies Universities
© PARC All Rights Reserved
PARC INNOVATION SERVICES
We help clients manage risk and extract maximum value 

from technology innovation.

▪ STRATEGIC ANALYSIS to identify opportunities for novel products and services.
▪ SOCIAL SCIENCE to obtain a deep, nuanced understanding of people’s behaviors,
motivations and needs. We specialize in ethnography and social psychology.
▪ USER EXPERIENCE DESIGN to systematically structure how technology brings value
into people’s activities. We specialize in interaction, experience, product, industrial, and
service design.
We help our clients frame and prioritize potential growth directions, identify needs, test value with prototypes, and develop novel
technologies and business models that differentiate the new service. We often mediate between our external partners and PARC’s
researchers. To do so, we use our capabilities in social science, design thinking, and business strategy to assess both business and
user needs at the front-end.
Copyright 2018 PARC - All right reserved
We mostly define ourselves as user experience designers in our group, although we have people from all kinds of backgrounds, from
architecture and industrial design to social science and hardware development. When we hire people in our group we look for people
to be able to wear multiple disciplinary hats and be able to comfortably work across disciplines from chemistry to anthropology.
© PARC All Rights Reserved
DEFINING DESIGN

(YES, WE KNOW: AMBITIOUS!)
© 2017 PARC All Rights Reserved
Source: Stern, 2014
OK, what is UX design? As designers we regularly try to explain our work to clients and we use diagrams like this one by Corey Stern.
I don’t think it’s wrong, but it has the inherent problem of being essentially all-encompassing. What’s NOT in it? How is this different
than customer experience (it’s not) design, or industrial design, or architecture? That’s a hard sell.
Copyright 2018 PARC - All right reserved
Henry Dreyfuss, 1955
Frankly, though, it’s not like it’s a problem that’s unique to us. Here’s Henry Dreyfuss, one of the founders of modern industrial design,
complaining about how hard it is to define design in 1955.

The fact of the matter is that the meaning has always been ambiguous and since it’s culturally-defined by people with a self-interest
in either aligning themselves with it or distancing themselves from it, the definition has shifted over time and geographically in the last
half-century. In the middle of the 20th century, design was regularly seen as the application of engineering to problems. Thus,
mechanical engineering was design, structural engineering was design, and electronics engineering was design.
That’s why you get magazines with titles like “Design Engineer” which focus on what I would consider primarily mechanical
engineers, but the practitioners self-define as somehow part of the design continuum. In Dreyfuss’ time what we today call industrial
design may have been called styling, and he was probably fighting against that, too.
At some point in the last quarter century the definition of design, at least here in Silicon Valley, has shifted to implicitly refer to only the
visible aspects of a product, the interface, the appearance, the brand. Just look at the front page of the design subreddit: it’s all about
logos and photoshop, not novel enabling technology. Thus, in today’s Silicon Valley definition, it seems a designer working on
something that’s not just the surface has to be called something else. A front-end engineer, a creative coder, etc., because design is
seen as something that’s not as core to functionality as code or engineering.

However, if you look at the goals of traditional design engineers and how we define user experience design today, there’s significant
overlap.
© PARC All Rights Reserved
Everyone designs who devises courses of
action aimed at changing existing situations
into preferred ones.
- Herbert Simon, of course
- (From “Sciences of the Artificial”, 1969)
I prefer the older definition of design as more about process than specifically disciplinary boundaries, so we look to the work of
Herbert Simon and John Chris Jones and Margaret Mead.
© PARC All Rights Reserved
Designers have to work backwards in time
from an assumed effect upon the world to
the beginning of a chain of events that will
bring the effect about.
- John Chris Jones, “Design Methods” (1970)
They saw design not as simply a superficial process of making novel products more palatable through visual styling and better
ergonomics, but a way to envision more positive futures, as a way to take where we are right now and to rigorously conceptualize,
visualize, and ultimately realize a more positive experiences, and ultimately, a better society and world.
© PARC All Rights Reserved
Stewart Brand, Gregory Bateson and Margaret Mead and was originally published in the CoEvolutionary Quarterly, June 1976, Issue
no. 10, pp. 32-44.

We also take our cues from 20th century cybernetics, which looked the world as a set of feedback processes in human and
technological systems, which interact repeatedly and nonobviously to shape each other.
Copyright 2018 PARC - All right reserved
For me this puts design at an interesting counterpoint to science, as largely practiced since the beginning of the Enlightenment when
Francis Bacon first laid out the principles of empiricism. The goal of the scientific method is to define questions as clearly as possible
so that empirical evidence can be gathered to identify universal truths as they exist right now.
Copyright 2018 PARC - All right reserved
This means that most scientific practices, and how way people in science are rewarded for their work, tends to favor descriptive
precision. Scientists are rewarded for defining a question such that it can be unambiguously investigated and where the results are as
clearly distinct from other results as possible.

Design, on the other hand, has a different goal. Rather than describing what exists now, how the world works today in absolute terms
everywhere in the universe forever, design’s aim it to use whatever tools are available to make a future that’s relatively better for
people tomorrow. The push people toward the preferable end of the future cone.

Designers are rewarded, they are incentivized, by successful synthesis across disciplines to create and revise near-term positive
futures, usually in collaboration with a client. Using the universal truths that are uncovered by the scientific method as its building
blocks, design aims to continuously create better near-term futures.

We see design as a synthetic future envisioning approach that complements the analytical approach taken by science. This is where
the notion of design method, as a complement to the scientific method, arises. It’s different, and complementary.
© PARC All Rights Reserved
Science reads the world,
design writes it.
To me science and design are complementary. Science, and basic research, is an analytical discipline that defines the basic building
blocks of the world. Design is a synthetic discipline that takes those blocks, from across many domains, to create a more desirable
future state. Science reads the world, design writes it.
Copyright 2018 PARC - All right reserved
Design also does an interesting thing when in combination with science. By looking at more positive futures, it helps identify the
building blocks of the world that we currently don’t understand well, it helps define new goals for basic research.

When people ask me what we do, I say that PARC researchers often do fantastic work finding answers about the way the world
works, and what our group has to do is figure out what the question was.
Copyright 2018 PARC - All right reserved
Now that we’ve defined design, let’s look at research, specifically corporate research.

Systematic long-term corporate basic research is expensive and only happens in a few specialized circumstances.

Primarily, it happens when the organization conducting the research has a monopoly or near-monopoly, and wants to maintain that
monopoly.

When the Bell System (AT&T and Western Electric) was granted a natural monopoly by the US government, they were told
they had to spend 1% of their research in the public interest (I believe!), and so Bell Labs was born. Information theory, the
transistor, cosmic background radiation were all amazing discoveries, but let’s make it clear that AT&T wasn’t doing that
research on its own, it was obligated to if it wanted to keep its monopoly from being broken up, and as soon as that
monopoly ended, so did the golden era of Bell Labs.

When Xerox created PARC in the late 60s, it was the Google of its era. It had invented a new way to create and distribute
information, and then it cornered the market, and the intellectual property, on the business around that communication
method. It had a near monopoly on the technology to such an extent that just a couple of years later the US government
forced it to share its patents with direct competitors. When PARC was created, it wasn’t just an intellectual playground for
smart people. Peter McColough, then the chairman of Xerox, had a vision for an architecture of information that would begin
with the corner of every office that Xerox already owned and extend to the way that information was created, manipulated
and transmitted in the rest of the office. He knew computers had something to do that, but didn’t know what. PARC was
created to explicitly address that vision of an office of the future. Anything that didn’t fit the vision, which was documented in
a 1971 conceptual blueprint that imagined the office of 1980 called the Pendery Papers, wasn’t pursued. It was a big enough
vision that many projects that you wouldn’t think fit, such as Lynn Conway’s invention of VLSI, were pursued, but it was not
an open-ended project, it wasn’t a university without teaching responsibilities, although perhaps that’s how it may have
seemed to many of the people involved. There was a client, Xerox, there were end users, office workers, there was a set of
enabling technologies (novel materials, manufacturing mechanisms, software architectures and artificial intelligence) and
products. Most importantly there was an iterative approach to finding the right people, setting appropriate goals, and
meeting those goals, which happened over a decade, cost Xerox $4B in today’s dollars, and produced a fantastically
profitable product, the laser printer
Copyright 2018 PARC - All right reserved
This kind of monopoly-driven corporate research is ending. With a global market, you no longer have the kinds of monopolies that
can fund open-ended basic research the way it was paid for 30 years ago. Google X and Facebook’s Building 8 may be the last of
their kind. Meanwhile, US universities, which used to predominantly focus on basic research, increasingly do applied research with
the intention of licensing their own patent portfolios. Finally, the maturing startup ecosystem has meant many large companies, even
those with near monopolies, choose to innovate through acquisition, rather than in-house R&D. They let investors and founders take
innovation risks first, rather than taking those risks themselves.
Copyright 2018 PARC - All right reserved
In addition, as historical linear waterfall methods of doing research disintegrate, there is significant competitive pressure to work
across disciplines. Manufacturing companies need to understand about AI. Cosmetics companies need to understand both computer
vision and the social use of images. Raw material companies need to understand about machine learning distributed sensor
networks.

This is a mouthguard PARC developed with UCSD. It required the knowledge of people who knew about biology, chemistry,
electronics, manufacturing and AI to be able to put together something that can identify different kinds of things in saliva and then
makes sense of it.

Today basic research needs to be market tested much more quickly than previously to justify continued investment, and research
agendas have to adapt much more quickly in the response. It’s still important to think in the long term, largely because so few people
are doing it, but now that thinking has to be much more rigorously, and continuously justified, to continue to be pursued.

Researchers no longer have the luxury of assuming that someone else will figure out how to apply their work to their sponsor’s
business model through some vaguely defined commercialization and technology transfer process. Now it’s everyone’s job, all the
time.
Copyright 2018 PARC - All right reserved
10 YEARS
YESTERDAY? 2 QUARTERS
Traditional research looked for return on investment 7, 10 years into the future, which given today’s shifting markets and technologies,
might as well be forever.

Startups on the other hand, are highly incentivized, especially in the highly instrumented Lean market of today, to demonstrate market
traction as quickly as possible. They tend to focus on incremental change mashups based on mature technology stacks. 

Meanwhile for existing products PM practices emphasize traceability and predictability in agile companies, and compliance with
roadmaps with ones that are more waterfall. Basically, they’re looking at 12-18 months.

There’s a big gap between the near-term traction-driven incremental development and long-term open-ended investment. Both of
those are necessary for a balanced portfolio, but they’re the extremes. Design practice is what enables that middle zone, the
practices that enable 3-5 year out disruptive transformation based on bleeding edge scientific knowledge. It’s how you create novel
new experiences, how you connect the discoveries of today with near-term business transformation.

Design practice creates a mechanism to justify the necessary sustained investment to bring risky, disruptive, transformative
technologies that are not based on existing tech stacks to market, and then have the patience to wait until their impact can be
understood.
© PARC All Rights Reserved
Our design method
Just as science is defined by the scientific method rather than any specific discipline design is defined by its process, and it’s a
process that at its core remains surprisingly stable even as technologies and the world change around it.
Copyright 2018 PARC - All right reserved
CUSTOMER
NEEDS
TECHNOLOGY
CAPABILITIES
BUSINESS
OPPORTUNITIES
Design is an iterative exploratory process, a search through nonlinear multivariate possibility space, to find the intersection of
people’s needs, clients’ desires, and technological capabilities.
© PARC All Rights Reserved
It’s an iterative process

That’s focused on creating artifacts at various levels of fidelity

That define the conceptual envelope of the potential impact of novel interventions on people’s lives and businesses. 

Design doesn’t have to necessarily generate novelty or innovation. Instead it uses novel function, appearance and behavior
to explore the envelope of possibility to identify a better fit than any current solution. Innovation, in other words, is not the
goal, but a tool to get at a desirable future.
Copyright 2018 PARC - All right reserved
[ DISCOVERY ] [ EXPERIMENTATION ][ DESIGN ]
PARC TEAM:
• User needs research
• Technology options
PARC and client teams
collaborate to generate
multiple solution options
• Rapid design iteration
• Testing with real consumers
RESEARCH OPTIONS RAPID EVALUATION
Our approach fuses user-centered research, experience design and Lean Startup methods, and our clients use it to take bigger risks,
waste less time and money, and be more confident in risks they do take.

Our approach involves some fusion of the following elements:

Simulation of nonexistent technologies

Direct observation of behavior

Synthetic solutions that work across scientific disciplines, so it’s explicitly encouraged to work on a solution that brings
findings from medicine, microelectronics and behavioral economics together to create a single product (I’m thinking the
Fitbit).

Cross-disciplinary collaboration

Evocative artifacts

Rigorous methods for exploring possibility spaces

A focus on client value and systemic impact
Copyright 2018 PARC - All right reserved
OUR PROBE PROCESS
1. Observe the world to understand human and
business problems and generate idea spaces
(ethnography)
2. Create hypotheses about customer value and
how technology can create it
3. Make probes to test hypotheses; try not to
overlap hypotheses in probes (difficult in early
stages)
4. Deploy probes with potential users for
extended periods (3 days to 2 weeks)
5. Interview users to evaluate hypothesis based
on their responses and your observations
6. Revise and repeat.
Here’s our version of the probe process. It’ll look familiar from various new product development and user centered design practices.
We try to emphasize explicit hypothesis generation and evaluation because when you’re making an unknown product in a novel
category for an untested market, which is where we work, one of the only points of stability is an clear statement about what you
think the value of the idea is, and that’s the hypothesis, so that when the probe process calls it into question, that provides guidance
about how to iterate it.

What: We generate and validate new product and service concepts, utilizing novel technology, and illustrate new business models for
use

How: Utilizing PARC’s Experience Probe Platform, we identify and test the customer/user value through the iterative development of
experience probes of increasing fidelity

Why: Combines the best features of design thinking and lean startup by rapidly developing user-tested options for innovation

Work in progress, constantly evolving the methodology
Copyright 2018 PARC - All right reserved
AIR QUALITY SENSING – PRODUCT DESIGN & PROTOTYPING
Functional prototypes
Our design artifacts range across fidelities, from finished-looking to completely rough, and include things that look like industrial
design, hardware prototyping, and digital user interface design for things like apps and websites.
Copyright 2018 PARC - All right reserved
PRINTED ELECTRONICS IN HEALTH MONITORING
1 Envisioning patient experiences

of the future
2 Finding printed electronics applications in women’s health through assessing technical feasibility and user pains
We use concepts and tools from service design, customer journeys, service blueprints, etc, to structure multi-touchpoint experiences
across different contexts, devices and ways that people interact with the technological systems we’re exploring—but always guided
by explicit value hypotheses we develop. For us, these artifacts aren’t prototypes of final products we’re eventually going to make.
We use these artifacts to ask questions and throw them away when we’ve moved on to different questions.
Copyright 2018 PARC - All right reserved
Everything we do is driven by close investigation of people’s experiences, but we don’t ascribe to the user research myth that there
are these magical well-formed unmet needs out there and if we just found them it would be obvious how to make a product to
address them. That’s a convenient story to tell when you’re trying to sell user experience research, but it’s never that straightforward,
in my experience. The diffusion of technology into society is much more complex than that, and people’s behaviors and attitudes and
technologies coevolve.
© PARC All Rights Reserved
Case study 1
Copyright 2018 PARC - All right reserved
ISG CLIENT EXAMPLE – OLAY SKIN ADVISOR
• In the mirror the consumer sees the impact of both intrinsic (age- and gender-related
biology) and extrinsic (lifestyle, environmental) factors on her facial skin
• Many feel a lack of consistent control over their skin, leading to uninformed
experimentation with different products and regimens
• This happens because she lacks an understanding of how different factors affect her
unique skin
• What if she could, without an expensive consultation:
• Understand why her skin is the way it is, right now?
• Know she has the right products to keep her skin in control?
• Could track her skin’s progress over time?
THE WORK WE DID
• Image analysis is the credibility-defining feature.
• The solution must allow her to see things she can’t
see with the naked eye.
• Skin recommendations based on this diagnostic
process are a conduit of trust.
Probe hypothesis: e.g., Guiding her to
produce a better selfie will lead to better
diagnosis and therefore better UX
[Some images were removed at client request]
Xerox ConfidentialPARC Confidential
P&G Compass Example Technology
[Some images were removed at client request]
Requires understanding of light beyond computer vision
[Some images were removed at client request]
Copyright 2018 PARC - All right reserved
[Some images were removed at client request]
MANY ITERATIONS LATER…
© PARC All Rights Reserved
Case study 2
© 2017 PARC All Rights Reserved
• Largely pallet-based
• Temperature sensing at the container level
VACCINE COLD CHAIN
EXAMPLE:
CURRENT LOGISTICAL SYSTEM
(Simplified)
SENSOR-BASED
DYNAMIC REROUTING
EXAMPLE:
• Dynamic product rerouting based on storage condition
• Package-level temperature sensing
• Readers distributed throughout supply chain
Time and temperature-sensitive
products are dynamically
rerouted to align product shelf-
life to client needs.
+
+
+
VACCINE COLD CHAIN
© 2017 PARC All Rights Reserved
© 2017 PARC All Rights Reserved
© 2017 PARC All Rights Reserved
DECEMBER 2015
Sample designs for smart cold chain labels.
© 2017 PARC All Rights Reserved
© 2017 PARC All Rights Reserved
Copyright 2018 PARC - All right reserved
THANK YOU
PARC 3333 Coyote Hill RD
Palo Alto, CA 34304
For more inquiries contact:
© PARC All Rights Reserved
Mike Kuniavsky
Head of Design
mikek@parc.com

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Design in Research: How do you use design to support and shape R&D? October 10 PARC Forum Presentation

  • 1. © PARC All Rights Reserved DESIGN IN RESEARCH How do you use design to support and shape R&D? PARC’s Innovation Services Group
  • 2. © PARC All Rights Reserved A BRIEF HISTORY OF PARC
  • 3. © PARC All Rights Reserved PARC Origins v3 Xerox PARC 1970 Laser Printing 1971 PC - Alto 1973 Ethernet 1973 WYSIWYG GUI 1975 Programming Language 1980 Multi-beam Lasers 1986 Ubiquitous Computing 1988 Blue Laser 1997 Electronic Reusable Paper 2000 Biomedical Systems 2001 PARC, A Xerox Company 2002
  • 4. PARC Inventions you use everyday Laser Printer © PARC All Rights Reserved Ethernet Personal Workstation Graphical User Interface For those of you who don’t know: PARC was founded as “Xerox PARC” in 1970, when we were chartered with the mission to create “The Office of the Future”. That led to these inventions -- beyond the ***PC***, which is just a single piece of technology. It only takes on deeper meaning and impact when it is coupled: • with laser printing that made desktop publishing possible • with the graphical user interface and what-you-see-is-what-you-get editing which made computing personal • with networking which enabled distributed data sharing and moved information across people and devices • with social science in technology design. By the way: I want to note that while Xerox didn’t really commercialize the PC -- because it wasn’t set up for that given their core business. It did however make multi-billion dollars in the laser printing technology that was invented at PARC (and which paid for Xerox’s investment in PARC many times over)! What Xerox did next was bold – they helped create a new model for innovation at PARC by spinning out PARC so that others COULD take other R&D, relevant to their industry, to market. When PARC was incorporated as an independent company in 2002, this enabled us to work more formally with other companies. That’s what we’ve been doing for almost a decade now [last row of technologies]. But our work today goes beyond these technologies – it’s now about a new business model for innovation.
  • 5. PARC’s other resume
 The original start up culture: • Openness, tolerance, meritocracy… • Disinterest in “conventional goals” • Eating our own dog food • Willingness to turn “!” into “?” Centering technology around people: • Ethnography to ground innovation in a deep understanding of actual practices, beliefs, and desires • Social science (psychology, behavioral economics…) to contextualize technology with its impact • Open Innovation as a business model We are also part of the original Silicon Valley DNA. PARC has been part of Silicon Valley counterculture since the beginning. Perhaps because of the distance from established East Coast institutions, and certainly because of direct influence by the 1960s countercultural movement in San Francisco and Berkeley, the philosophy here has always been to take transformative risks and to use a combination of social science and hard science to challenge not just what a technology does, but why it exists in the first place to solve human problems and maximize human potential. Rather than working within existing boundaries and with existing constraints, the Silicon Valley counterculture philosophy, which I certainly buy into, has been to find new ways to do old things and, when necessary, to replace those old things, whether they’re technologies, assumptions, ways of working, or entire industries. The Facebook philosophy of moving fast and breaking things started here.
  • 6. © PARC All Rights Reserved PARC Focus Areas
 IoT and Machine Intelligence AI and Human-Machine Collaboration Digital Workplace Novel Printing Digital Design and Manufacturing Microsystems and Smart Devices
  • 7. © PARC All Rights Reserved PARC By The Numbers Talent 140 physical, computer, and social science researchers from 22 countries Impact 30+ companies; created or transformed numerous markets IP Portfolio 4,000 scientific papers, 100 books Track Record 40+ years of pioneering technological change; 15 years as an independent subsidiary of Xerox; >50% of our revenues come from outside of Xerox
  • 8. Who Works With PARC Multinational Corporations Startups Institutions & Agencies Universities © PARC All Rights Reserved
  • 9. PARC INNOVATION SERVICES We help clients manage risk and extract maximum value 
 from technology innovation.
 ▪ STRATEGIC ANALYSIS to identify opportunities for novel products and services. ▪ SOCIAL SCIENCE to obtain a deep, nuanced understanding of people’s behaviors, motivations and needs. We specialize in ethnography and social psychology. ▪ USER EXPERIENCE DESIGN to systematically structure how technology brings value into people’s activities. We specialize in interaction, experience, product, industrial, and service design. We help our clients frame and prioritize potential growth directions, identify needs, test value with prototypes, and develop novel technologies and business models that differentiate the new service. We often mediate between our external partners and PARC’s researchers. To do so, we use our capabilities in social science, design thinking, and business strategy to assess both business and user needs at the front-end.
  • 10. Copyright 2018 PARC - All right reserved We mostly define ourselves as user experience designers in our group, although we have people from all kinds of backgrounds, from architecture and industrial design to social science and hardware development. When we hire people in our group we look for people to be able to wear multiple disciplinary hats and be able to comfortably work across disciplines from chemistry to anthropology.
  • 11. © PARC All Rights Reserved DEFINING DESIGN
 (YES, WE KNOW: AMBITIOUS!)
  • 12. © 2017 PARC All Rights Reserved Source: Stern, 2014 OK, what is UX design? As designers we regularly try to explain our work to clients and we use diagrams like this one by Corey Stern. I don’t think it’s wrong, but it has the inherent problem of being essentially all-encompassing. What’s NOT in it? How is this different than customer experience (it’s not) design, or industrial design, or architecture? That’s a hard sell.
  • 13. Copyright 2018 PARC - All right reserved Henry Dreyfuss, 1955 Frankly, though, it’s not like it’s a problem that’s unique to us. Here’s Henry Dreyfuss, one of the founders of modern industrial design, complaining about how hard it is to define design in 1955. The fact of the matter is that the meaning has always been ambiguous and since it’s culturally-defined by people with a self-interest in either aligning themselves with it or distancing themselves from it, the definition has shifted over time and geographically in the last half-century. In the middle of the 20th century, design was regularly seen as the application of engineering to problems. Thus, mechanical engineering was design, structural engineering was design, and electronics engineering was design.
  • 14. That’s why you get magazines with titles like “Design Engineer” which focus on what I would consider primarily mechanical engineers, but the practitioners self-define as somehow part of the design continuum. In Dreyfuss’ time what we today call industrial design may have been called styling, and he was probably fighting against that, too.
  • 15. At some point in the last quarter century the definition of design, at least here in Silicon Valley, has shifted to implicitly refer to only the visible aspects of a product, the interface, the appearance, the brand. Just look at the front page of the design subreddit: it’s all about logos and photoshop, not novel enabling technology. Thus, in today’s Silicon Valley definition, it seems a designer working on something that’s not just the surface has to be called something else. A front-end engineer, a creative coder, etc., because design is seen as something that’s not as core to functionality as code or engineering. However, if you look at the goals of traditional design engineers and how we define user experience design today, there’s significant overlap.
  • 16. © PARC All Rights Reserved Everyone designs who devises courses of action aimed at changing existing situations into preferred ones. - Herbert Simon, of course - (From “Sciences of the Artificial”, 1969) I prefer the older definition of design as more about process than specifically disciplinary boundaries, so we look to the work of Herbert Simon and John Chris Jones and Margaret Mead.
  • 17. © PARC All Rights Reserved Designers have to work backwards in time from an assumed effect upon the world to the beginning of a chain of events that will bring the effect about. - John Chris Jones, “Design Methods” (1970) They saw design not as simply a superficial process of making novel products more palatable through visual styling and better ergonomics, but a way to envision more positive futures, as a way to take where we are right now and to rigorously conceptualize, visualize, and ultimately realize a more positive experiences, and ultimately, a better society and world.
  • 18. © PARC All Rights Reserved Stewart Brand, Gregory Bateson and Margaret Mead and was originally published in the CoEvolutionary Quarterly, June 1976, Issue no. 10, pp. 32-44. We also take our cues from 20th century cybernetics, which looked the world as a set of feedback processes in human and technological systems, which interact repeatedly and nonobviously to shape each other.
  • 19. Copyright 2018 PARC - All right reserved For me this puts design at an interesting counterpoint to science, as largely practiced since the beginning of the Enlightenment when Francis Bacon first laid out the principles of empiricism. The goal of the scientific method is to define questions as clearly as possible so that empirical evidence can be gathered to identify universal truths as they exist right now.
  • 20. Copyright 2018 PARC - All right reserved This means that most scientific practices, and how way people in science are rewarded for their work, tends to favor descriptive precision. Scientists are rewarded for defining a question such that it can be unambiguously investigated and where the results are as clearly distinct from other results as possible. Design, on the other hand, has a different goal. Rather than describing what exists now, how the world works today in absolute terms everywhere in the universe forever, design’s aim it to use whatever tools are available to make a future that’s relatively better for people tomorrow. The push people toward the preferable end of the future cone. Designers are rewarded, they are incentivized, by successful synthesis across disciplines to create and revise near-term positive futures, usually in collaboration with a client. Using the universal truths that are uncovered by the scientific method as its building blocks, design aims to continuously create better near-term futures. We see design as a synthetic future envisioning approach that complements the analytical approach taken by science. This is where the notion of design method, as a complement to the scientific method, arises. It’s different, and complementary.
  • 21. © PARC All Rights Reserved Science reads the world, design writes it. To me science and design are complementary. Science, and basic research, is an analytical discipline that defines the basic building blocks of the world. Design is a synthetic discipline that takes those blocks, from across many domains, to create a more desirable future state. Science reads the world, design writes it.
  • 22. Copyright 2018 PARC - All right reserved Design also does an interesting thing when in combination with science. By looking at more positive futures, it helps identify the building blocks of the world that we currently don’t understand well, it helps define new goals for basic research. When people ask me what we do, I say that PARC researchers often do fantastic work finding answers about the way the world works, and what our group has to do is figure out what the question was.
  • 23. Copyright 2018 PARC - All right reserved Now that we’ve defined design, let’s look at research, specifically corporate research. Systematic long-term corporate basic research is expensive and only happens in a few specialized circumstances. Primarily, it happens when the organization conducting the research has a monopoly or near-monopoly, and wants to maintain that monopoly. When the Bell System (AT&T and Western Electric) was granted a natural monopoly by the US government, they were told they had to spend 1% of their research in the public interest (I believe!), and so Bell Labs was born. Information theory, the transistor, cosmic background radiation were all amazing discoveries, but let’s make it clear that AT&T wasn’t doing that research on its own, it was obligated to if it wanted to keep its monopoly from being broken up, and as soon as that monopoly ended, so did the golden era of Bell Labs. When Xerox created PARC in the late 60s, it was the Google of its era. It had invented a new way to create and distribute information, and then it cornered the market, and the intellectual property, on the business around that communication method. It had a near monopoly on the technology to such an extent that just a couple of years later the US government forced it to share its patents with direct competitors. When PARC was created, it wasn’t just an intellectual playground for smart people. Peter McColough, then the chairman of Xerox, had a vision for an architecture of information that would begin with the corner of every office that Xerox already owned and extend to the way that information was created, manipulated and transmitted in the rest of the office. He knew computers had something to do that, but didn’t know what. PARC was created to explicitly address that vision of an office of the future. Anything that didn’t fit the vision, which was documented in a 1971 conceptual blueprint that imagined the office of 1980 called the Pendery Papers, wasn’t pursued. It was a big enough vision that many projects that you wouldn’t think fit, such as Lynn Conway’s invention of VLSI, were pursued, but it was not an open-ended project, it wasn’t a university without teaching responsibilities, although perhaps that’s how it may have seemed to many of the people involved. There was a client, Xerox, there were end users, office workers, there was a set of enabling technologies (novel materials, manufacturing mechanisms, software architectures and artificial intelligence) and products. Most importantly there was an iterative approach to finding the right people, setting appropriate goals, and meeting those goals, which happened over a decade, cost Xerox $4B in today’s dollars, and produced a fantastically profitable product, the laser printer
  • 24. Copyright 2018 PARC - All right reserved This kind of monopoly-driven corporate research is ending. With a global market, you no longer have the kinds of monopolies that can fund open-ended basic research the way it was paid for 30 years ago. Google X and Facebook’s Building 8 may be the last of their kind. Meanwhile, US universities, which used to predominantly focus on basic research, increasingly do applied research with the intention of licensing their own patent portfolios. Finally, the maturing startup ecosystem has meant many large companies, even those with near monopolies, choose to innovate through acquisition, rather than in-house R&D. They let investors and founders take innovation risks first, rather than taking those risks themselves.
  • 25. Copyright 2018 PARC - All right reserved In addition, as historical linear waterfall methods of doing research disintegrate, there is significant competitive pressure to work across disciplines. Manufacturing companies need to understand about AI. Cosmetics companies need to understand both computer vision and the social use of images. Raw material companies need to understand about machine learning distributed sensor networks. This is a mouthguard PARC developed with UCSD. It required the knowledge of people who knew about biology, chemistry, electronics, manufacturing and AI to be able to put together something that can identify different kinds of things in saliva and then makes sense of it. Today basic research needs to be market tested much more quickly than previously to justify continued investment, and research agendas have to adapt much more quickly in the response. It’s still important to think in the long term, largely because so few people are doing it, but now that thinking has to be much more rigorously, and continuously justified, to continue to be pursued. Researchers no longer have the luxury of assuming that someone else will figure out how to apply their work to their sponsor’s business model through some vaguely defined commercialization and technology transfer process. Now it’s everyone’s job, all the time.
  • 26. Copyright 2018 PARC - All right reserved 10 YEARS YESTERDAY? 2 QUARTERS Traditional research looked for return on investment 7, 10 years into the future, which given today’s shifting markets and technologies, might as well be forever. Startups on the other hand, are highly incentivized, especially in the highly instrumented Lean market of today, to demonstrate market traction as quickly as possible. They tend to focus on incremental change mashups based on mature technology stacks. Meanwhile for existing products PM practices emphasize traceability and predictability in agile companies, and compliance with roadmaps with ones that are more waterfall. Basically, they’re looking at 12-18 months. There’s a big gap between the near-term traction-driven incremental development and long-term open-ended investment. Both of those are necessary for a balanced portfolio, but they’re the extremes. Design practice is what enables that middle zone, the practices that enable 3-5 year out disruptive transformation based on bleeding edge scientific knowledge. It’s how you create novel new experiences, how you connect the discoveries of today with near-term business transformation. Design practice creates a mechanism to justify the necessary sustained investment to bring risky, disruptive, transformative technologies that are not based on existing tech stacks to market, and then have the patience to wait until their impact can be understood.
  • 27. © PARC All Rights Reserved Our design method Just as science is defined by the scientific method rather than any specific discipline design is defined by its process, and it’s a process that at its core remains surprisingly stable even as technologies and the world change around it.
  • 28. Copyright 2018 PARC - All right reserved CUSTOMER NEEDS TECHNOLOGY CAPABILITIES BUSINESS OPPORTUNITIES Design is an iterative exploratory process, a search through nonlinear multivariate possibility space, to find the intersection of people’s needs, clients’ desires, and technological capabilities.
  • 29. © PARC All Rights Reserved It’s an iterative process That’s focused on creating artifacts at various levels of fidelity That define the conceptual envelope of the potential impact of novel interventions on people’s lives and businesses. Design doesn’t have to necessarily generate novelty or innovation. Instead it uses novel function, appearance and behavior to explore the envelope of possibility to identify a better fit than any current solution. Innovation, in other words, is not the goal, but a tool to get at a desirable future.
  • 30. Copyright 2018 PARC - All right reserved [ DISCOVERY ] [ EXPERIMENTATION ][ DESIGN ] PARC TEAM: • User needs research • Technology options PARC and client teams collaborate to generate multiple solution options • Rapid design iteration • Testing with real consumers RESEARCH OPTIONS RAPID EVALUATION Our approach fuses user-centered research, experience design and Lean Startup methods, and our clients use it to take bigger risks, waste less time and money, and be more confident in risks they do take. Our approach involves some fusion of the following elements: Simulation of nonexistent technologies Direct observation of behavior Synthetic solutions that work across scientific disciplines, so it’s explicitly encouraged to work on a solution that brings findings from medicine, microelectronics and behavioral economics together to create a single product (I’m thinking the Fitbit). Cross-disciplinary collaboration Evocative artifacts Rigorous methods for exploring possibility spaces A focus on client value and systemic impact
  • 31. Copyright 2018 PARC - All right reserved OUR PROBE PROCESS 1. Observe the world to understand human and business problems and generate idea spaces (ethnography) 2. Create hypotheses about customer value and how technology can create it 3. Make probes to test hypotheses; try not to overlap hypotheses in probes (difficult in early stages) 4. Deploy probes with potential users for extended periods (3 days to 2 weeks) 5. Interview users to evaluate hypothesis based on their responses and your observations 6. Revise and repeat. Here’s our version of the probe process. It’ll look familiar from various new product development and user centered design practices. We try to emphasize explicit hypothesis generation and evaluation because when you’re making an unknown product in a novel category for an untested market, which is where we work, one of the only points of stability is an clear statement about what you think the value of the idea is, and that’s the hypothesis, so that when the probe process calls it into question, that provides guidance about how to iterate it. What: We generate and validate new product and service concepts, utilizing novel technology, and illustrate new business models for use How: Utilizing PARC’s Experience Probe Platform, we identify and test the customer/user value through the iterative development of experience probes of increasing fidelity Why: Combines the best features of design thinking and lean startup by rapidly developing user-tested options for innovation Work in progress, constantly evolving the methodology
  • 32. Copyright 2018 PARC - All right reserved AIR QUALITY SENSING – PRODUCT DESIGN & PROTOTYPING Functional prototypes Our design artifacts range across fidelities, from finished-looking to completely rough, and include things that look like industrial design, hardware prototyping, and digital user interface design for things like apps and websites.
  • 33. Copyright 2018 PARC - All right reserved PRINTED ELECTRONICS IN HEALTH MONITORING 1 Envisioning patient experiences
 of the future 2 Finding printed electronics applications in women’s health through assessing technical feasibility and user pains We use concepts and tools from service design, customer journeys, service blueprints, etc, to structure multi-touchpoint experiences across different contexts, devices and ways that people interact with the technological systems we’re exploring—but always guided by explicit value hypotheses we develop. For us, these artifacts aren’t prototypes of final products we’re eventually going to make. We use these artifacts to ask questions and throw them away when we’ve moved on to different questions.
  • 34. Copyright 2018 PARC - All right reserved Everything we do is driven by close investigation of people’s experiences, but we don’t ascribe to the user research myth that there are these magical well-formed unmet needs out there and if we just found them it would be obvious how to make a product to address them. That’s a convenient story to tell when you’re trying to sell user experience research, but it’s never that straightforward, in my experience. The diffusion of technology into society is much more complex than that, and people’s behaviors and attitudes and technologies coevolve.
  • 35. © PARC All Rights Reserved Case study 1
  • 36. Copyright 2018 PARC - All right reserved ISG CLIENT EXAMPLE – OLAY SKIN ADVISOR • In the mirror the consumer sees the impact of both intrinsic (age- and gender-related biology) and extrinsic (lifestyle, environmental) factors on her facial skin • Many feel a lack of consistent control over their skin, leading to uninformed experimentation with different products and regimens • This happens because she lacks an understanding of how different factors affect her unique skin • What if she could, without an expensive consultation: • Understand why her skin is the way it is, right now? • Know she has the right products to keep her skin in control? • Could track her skin’s progress over time?
  • 37. THE WORK WE DID • Image analysis is the credibility-defining feature. • The solution must allow her to see things she can’t see with the naked eye. • Skin recommendations based on this diagnostic process are a conduit of trust. Probe hypothesis: e.g., Guiding her to produce a better selfie will lead to better diagnosis and therefore better UX [Some images were removed at client request]
  • 38. Xerox ConfidentialPARC Confidential P&G Compass Example Technology [Some images were removed at client request] Requires understanding of light beyond computer vision
  • 39. [Some images were removed at client request]
  • 40. Copyright 2018 PARC - All right reserved [Some images were removed at client request]
  • 42. © PARC All Rights Reserved Case study 2
  • 43. © 2017 PARC All Rights Reserved
  • 44. • Largely pallet-based • Temperature sensing at the container level VACCINE COLD CHAIN EXAMPLE: CURRENT LOGISTICAL SYSTEM (Simplified)
  • 45. SENSOR-BASED DYNAMIC REROUTING EXAMPLE: • Dynamic product rerouting based on storage condition • Package-level temperature sensing • Readers distributed throughout supply chain Time and temperature-sensitive products are dynamically rerouted to align product shelf- life to client needs. + + + VACCINE COLD CHAIN
  • 46. © 2017 PARC All Rights Reserved
  • 47. © 2017 PARC All Rights Reserved
  • 48. © 2017 PARC All Rights Reserved
  • 49. DECEMBER 2015 Sample designs for smart cold chain labels.
  • 50. © 2017 PARC All Rights Reserved
  • 51. © 2017 PARC All Rights Reserved
  • 52. Copyright 2018 PARC - All right reserved
  • 53. THANK YOU PARC 3333 Coyote Hill RD Palo Alto, CA 34304 For more inquiries contact: © PARC All Rights Reserved Mike Kuniavsky Head of Design mikek@parc.com