I’ve done four pivotal presentations in my career, and I’m getting the itch to update them all together to reflect my latest thinking.
The first presentation “Dialogue”, was from 2008. It was a dense summary my thinking up to that point on the importance of gestalts in design, and the power of dialogue to generate sharable gestalts, which I associated with brand.
Since this point, I’ve developed a theory of psychic multistability that understands gestalt shifts from one perceptual stability to another, and hermeneutic shifts from one conceptual stability to another to be the result of what I’m calling a gestell shift — a shift from one subjective state to another, which changes the spontaneous sense we make of things. And brands are stable gestells.
I did the second presentation “Spiral Process” in 2010, and it was also about the importance of gestalts in design, but this time taking a practical approach.
I started by laying out a theory-space based on two contrasting ways of approaching composite things: 1) a parts-first systems approach, and 2) a wholes-first gestalt approach.
Like the good consultant I am, I laid these approaches on a 2×2 matrix. Like the bad esoterist I am, of course I had to assign gestalts to the vertical axis and systems to the horizontal one.
I defined domains in each quarter. The quarter where there is no gestalt and only system was assigned to Engineering. The quarter where there is only gestalt and no system was assigned to Art. The quarter where there is neither system and nor gestalt was labeled “perplexity”; had I assigned it to a domain, that domain would have been Philosophy, for here we truly “do not know how to move around.” Finally, the quarter where there is both gestalt and system was assigned to Design. Design seeks systems that are taken together as gestalts.
Then I outlined a process for getting to both, which I contrasted to engineering processes and creative processes. The engineering proceess more or less curve sstraight into systematizing. After the system is finished claps stories, style, value claims and similar meaning stuff onto it to make people care about it. Art (creative) goes the other way. It starts with a nice bright nebula of meaning, and then tries to build a system that more or less approximates the blob of brilliance, and gives it a nice skeletal structure to hold it up.
Design takes a much less direct route. It dives into perplexity and experiments there to find a gestalt that can be built out into a system that corresponds with the natural facets and articulations of that gestalt. This permits a team to systematize by the logic of a gestalt and produce design magic that is both meaningful and logically clear.
Since I made the “Spiral Process” presentation, I’ve improved the vocabulary. I continue to use the word conception for the process of instaurating and understanding a gestalt. But I now use the word “constructing” for the activity of building out a system, and “construing” for making sense of it.
I have also developed a more nuanced understanding of the experimental tacking process designers use to tentatively construct systems that might suggest a gestalt (or not) and to conceive possible gestalts and test them for feasibility. In design, construction and conception processes rapidly, informally alternate and are brought into dialogue together in iterative trials of multiple kinds.
The last two presentations are from my latest life in service design. The first, from 2019, wasn’t but should have been called “Service Design for UX researchers”. the second, from 2024, was called “Six Sensibilities of Service”.
“Service Design for UX researchers” was meant to clarify the relationship between service design research and UX research, but approached it by way of clarifying the precise relationship between the disciplines of service design and UX. In this presentation I described service design dimensionally.
One-dimensional design is design within one single service delivery channel. UX is a common example. Or industrial design. Or print design. Most design has been one-dimensional, single service channel touchpoint design (for example digital, in-person, voice, etc.. I pointed out, though, that a good single channel designer always makes a point of understanding other channel paths their user might take or need. This is part of the design context.
But in two-dimensional design the context becomes part of the design problem. Here is where omnichannel design, CX design and experience design proper occurs. Here the designer takes full responsibility for all service delivery channels and shapes an end-to-end omnichannel experience for a user, customer, patient , employee, etc — whoever’s experience the team is focusing on improving. But in order to do a good job at this, the design team will need to understand the organization’s capabilities to deliver this experience, to ensure it is feasible.
In three-dimensional design, we have service design. In service design, an organization’s capabilities are no longer just constraining and enabling context but part of the design problem. Designers are now responsible for shaping the organization’s delivery of a customer’s experience (or the experience of whoever is receiving the service) in the “front stage” where they experience what is happening, and backstage where the service is supported but not directly experienced.
I explained that ultimately service design frames a whole system of interconnected problems. And it is these interconnected problems that UXers and other touchpoint designers. Service designers help UXers understand the full experientical service context in which their touchpoint will be experienced and will play a part in the customer’s journey, or the journey of the one delivering or supporting the experience.
Not be a damn braggart, but this made clear sense of a very unclear situation that many others had bungled and continue to bungle because they keep trying to flatten the space into domains of responsibility or overlapping toolsets, and other dead-end approaches to dividing up the work.
But this presentation also needs some updates. First it underplays the polycentric aspects of service design. It still privileges the recipient of the service over the people who deliver and support it. These latter service actors end up fading into the organizational capabilities, when in fact, service design tries to afford them the same importance and focus as the service recipient.
I also think it doesn’t need all the research content. That turned the presentation into a cognitive overload atrocity that no person could absorb in a single sitting. How do I know? This brings me to the fourth presentation
“Six Sensibilities of Service” was my final project for a course design course I took in 2024. One of the things this course taught me was that I was guilty of trying to teach too damn many things all at once in most of my presentations. I needed to simplify everything drastically.
“Six Sensibilities of Service” took as its point of departure the very goal of service design: good services. Many services are pretty terrible. I hypothesized that this is because many people faced with service problems misdiagnose them as other kinds of problems, and proceed to treat the wrong condition with the wrong methods. But by sensitizing ourselves to issues specific to services, we can better recognize when something is specifically a service problem that is best treated as such with a service design methodology.
As a gimmick, I warned everyone that if they cooperated with this lesson and acquired any of these six sensibilities, they would never stop noticing service problems, and that this would turn them bitter and crazy. I made them sign a form releasing me from liability if they were to suffer mental problems as a result of what I was about to teach them.
This presentation is more recent, and I think it still hold up pretty well. I’ve begun to think about pluricentricity as a separate issue from polycentricity (the former is first-person and experiential, the latter is third-person and behavioral, but I am not not sure this hair-splitting is worth the additional cognitive load. Something to ponder as I do the revisions.
I think I might see if I can revise these presentation and then record myself presenting them.
Oh, I forgot another presentation I made in between 2009 and 2019. It was basically a rude version of the “Spiral Process” presentation that called synthesis without concept “chickenshit” and and concept without synthesis “bullshit” and claimed that successful design is the shit. I presented this pottymouth material to a team at Coca-Cola in 2019, and I won’t pretend I’m not proud.
If I ever make a site dedicated to my design work, I think I will enable multiple languages and make it trilingual. The visitor can select the language of their choice: English, Esoteric and Pottymouth.
