Open Experience Journey Design
Developing an approach to the collaborative user-driven ideation for
innovative services

Masanao Takeyama 1, Kahoru Tsukui 1, H iroshi Yamaguchi 2, Goro Motai 2
Corresponding author: takeyama@econ.keio.ac.jp
1) Keio University, 2-15-45 Mita, Minato-ku, Tokyo 108-8345 JAPAN
2) Dai Nippon Printing Co., Ltd., Media Technology Research Center, 1-1-1, Ichigaya Kagacho,
Shinjuku-ku, Tokyo 162-8001, Japan

Abstract
Most of service design projects are usually executed for the sake of providers of these
services, whether they are profit-seeking companies or are non-profit public organizations.
Although such a provider oriented design approach is appropriate for reforming existing
services or for transforming these into a new ones, the scope of innovation is inevitably
biased toward the interest and competence of the provider. We introduce in this paper auser driven design approach for service innovation called Open Experience Journey Design,
which allows users or consumers themselves to ideate desirable services in collaboration witheach other without specifying any predetermined service provider. In particular, Open
Experience Journey Design incorporates imaginative association techniques to assist andpromote to generate innovative ideas beyond the boundary of conventional thinking. By
testing the approach in a service design workshop, it is revealed that the ideation techniques
indeed stimulate to create an idea for a service system, connecting two different utilities into
a consistent user value chain. Based on these findings, we further developed an online
platform called Experience Journey Laboratory to integrate the technique of crowdsourcing
with Open Experience Journey Design.
KEYWORDS: open innovation, crowdsourcing, collaborative design, experience journey

1. Introduction
As the value of a service is realized by the participation of its users, it is critical for designers
to understand behaviours and emotions of users in order to find out some insights fordesign. Sometimes service designers also have to reveal hidden needs and opportunities thateven users or its provider do not recognize explicitly. Therefore service designers often
organize co-design workshops inviting those users and the member of the service provider

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to let them collaborate to come up with ideas with consideration of each concern.
Moreover, other stakeholders such as suppliers to the service providers may also be asked toparticipate in design projects. Such inclusions of multiple stakeholders into design processes
are becoming more important for designing highly complex services of these days as valuesof these services are co-created within the ecology of service systems (Miettinen and
Koivisto, 2009).
Recently some firms and organizations further started to apply so-called open innovation
approach to their design projects using techniques such as crowdsourcing (Chesbrough,2011; Sloane, 2011; Howe 2009). Resorting to some customized online social platforms,
these firms and organizations provide a large number of people with opportunities to join in
the projects to collect from them various insights and ideas for developing new products andservices. In such settings, innovative ideas are expected to emerge from the interaction
among these participants with different perspectives and unique opinions. Some ofsuccessful crowdsourcing projects are attracting highly motivated participants even without
any monetary rewards because participation in such projects and their engaging experiences
become intrinsic rewards for them (Malone et al., 2010; Benkler, 2007). As for a design
consultancy, IDEO recently developed such an open design platform called OpenIDEO tocrowdsource ideas solving current social issues. It simplifies their popularized design
thinking method such that participants follow the steps of inspiration, concepting, andevaluation to generate in cooperation ideas solving a problem given by IDEO and its
sponsor organization.
All the approaches to include users in the design process mentioned above are more andmore adopted by both consultancies and service providers, and are indeed showing effective
results in reforming an existing service or for transforming it into a new one. However they
have certain limitations when applied to innovating new services. As long as these design
projects are implemented for the sake of a predetermined service provider whether it is for a
profit-seeking company or a non-profit public organization, its scope of innovation and thevalue of designed service are inevitably biased toward the interest and competence of theprovider. In other words, in these projects the participants always presuppose who is or are
in charge of solving the problem. In addition, a usual crowdsourcing project such as
OpenIDEO requires certain skills and knowledge of its participants in order for these tocontribute to and engage in the experience of the collaborative design process. Indeed, theactive participants in current crowdsourcing projects are inclined to be design-mindedpeople, which may include professional designers, or lead users of the services i.e., those
who have either creative thinking skills or advanced knowledge and experiences in the
problem domain. Because these participants are not always the target users of the service todevelop for, the validity of derived ideas become questionable.
To overcome such barriers of current provider-specific co-creative design approaches, we
introduce an open and user driven design approach for service innovation called Open
Experience Journey Design. In the following chapter, the characteristics of Open Experience
Journey Design are explained to distinguish it form other related approaches. Then theideation process model of Open Experience Journey Design is laid out with emphasis on thetwo imaginative association techniques. This ideation process model is actually applied to aservice design workshop to observe a sequence of creative idea development for designing a
cooking related service. Based on the evaluation of the benefits of Open Experience Journey
Design, we further develop an online platform called Experience Journey Laboratory tointegrate it with the approach of crowdsourcing.

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2. Open Experience Journey Design
2.1 Emphases of the approach

Open Experience Journey Design, the proposed approach for a user-driven innovation ofservices, is distinguished from other related collaborative design methods in several aspects.
First, it does not presuppose any product, service, or provider for which the participants inthe design project are asked to come up with ideas or solutions. They focus on a certain
category of activity or a topic in their daily lives to find out problems and unmet needs as
resources for inspiration and ideation. It neither sets any criterion to evaluate generated ideas
from the standards of a certain provider. The emphasis is not on solving a given problem
but on the opportunity for the participants to explore and extend their space of desires andimaginations without caring any provider’s interest.
Secondly, it utilizes a service design oriented open innovation platform called the Experience
Journey Laboratory. Using the platform, participants of a design project collaborate indeveloping ideas for a service as a system of multiple touch-points and interactions
distributed over time and space in daily lives. Instead of asking the participants to explain an
idea or a concept for service in texts and images as seen in OpenIDEO, it assists step-bystep ideation process through which an experience journey map of a new service is generated
as result. Such a service design oriented crowdsourcing is currently very unique while there
are many open innovation platforms and projects focused on product development.
Third, it provides the participants with techniques to empower their imagination andideation. In particular, the forced association technique (Osborn 1963) and the value chain
association technique are applied to the process of generating ideas for new services. By
using these techniques, not only design minded persons but more casual participants are also
welcomed and promoted to generate original ideas. In addition, such empowerment helps
them extend their ideas far beyond simple solutions to a specific problem.
Forth, it integrates the strengths of online crowdsourcing platform with those of offline faceto-face workshops. Whereas problem finding, service ideation, and service concepting are
executed on the online platform of Experience Journey Laboratory, journey mapping andstoryboarding of new services are carried out in workshops as the latter phases of the projectrequire of the participants more intensive commitments hardly attainable online.
2.2 The ideation process model

The ideation process model of Open Experience Journey Design consists of the four phases:
finding needs and problems, ideating single touch-point services, ideating double touchpoint services, mapping a journey of service experience. Each of these phases is explained
below in order.
Phase 1: Finding problems and needs
The first phase of Open Experience Journey Design is to find problems or needs thatpeople often come across in their daily lives. This process of problem/need finding is
performed by collecting personal stories from the participants, in the forms of texts andimages, of an unmet need or troublesome situation which they encounter in a scene of somedaily activity such as cooking. As such a daily activity (e.g., cooking) usually consists ofvarious consecutive scenes (e.g., menu planning, buying groceries, cooking, preparing a

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dining table, eating, washing dishes and so on), stories to be collected are expected to coverneeds and situations in such various scenes.
Phase 2: Ideating single touch-point services
The second phase of Open Experience Journey Design is to generate ideas for meeting
unsatisfied needs or solving the troublesome situations at a single touch-point. In this phase,a forced association technique is applied to the process such that the participants are asked
to associate a story of need or problem with some stimulus word to come up with an idea ofa product or service that gives a solution to the situation. Each pair of a story of unsatisfied
or troublesome situation, which is picked up from the collection, and a stimulus word, which
is usually a name of some object, person, place, is generated in a random manner and given
to the participant. Using such a forced association technique (Osborn 1963) allowing people
to shift their attentions and switch their points of views, the participants are promoted togenerate non-trivial ideas beyond the boundary of their conventional thinking andimagination.
Phase 3: Ideating double-touch-point services
The third phase of Open Experience Journey Design is to integrate a pair of service ideas
derived in the previous phase in order to produce a complex idea of double-touch-point
service. Such a complex idea integrates the values of two service ideas for different scenes of
the activity. In the case of cooking, for example, such a chained services may connect
services to support menu planning and cooking or those to assist menu planning and buying
groceries. The participants of the design project are allowed to pick up any pair of two
service ideas generated in the phase 3. It is important to note here that an idea of double
touch-point service is not just a simple addition or connection of two service ideas. Rather itaims at integrating two ideas to create a mutually complementary relationship between theirvalues. We call such an association technique the value chain association whose deliverable isa core value concept of a new service to be developed into a full service system in the next
phase.
Phase 4: Mapping an experience journey
The final phase of Open Experience Journey Design is to develop further the core value
concept of a new service, which is derived in the previous phase, into a multiple touch-point
service system. Such an extensional development is realized by adding new interactions or
touch-points before, between, or after the scenes of double touch-point services such that its
core value becomes more enriched and the proposed service system fits and penetrates wellinto the lifestyle of target users. The deliverable of this phase is an experience journey mapof the created service idea.
2.3 The ideation method workshop

We tested the method and process of Open Experience Journey Design introduced in theprevious section in a workshop to evaluate its strengths. This section explains how a creative
idea for a new service is actually derived using the Open Experience Journey Design bydemonstrating a sequence of ideation process observed in the workshop.

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Figure 1 An ideation sequence to generate a new service concept

Figure 1 represents an ideation sequence corresponding to the phase 2 and the phase 3 ofOpen Experience Journey Design, observed in the workshop to ideate a new service forsupporting cooking.
The four boxes at the top layer in this figure represent two randomly generated pairs of aneed and a stimulus word. At the second layer, there are three boxes of which the left andthe right boxes represent ideas for single touch-point service derived by the forced
association between a need and a stimulus word. The box in the middle shows anotherstimulus word to promote the participants to generate an idea of double touch-point service
that is shown in the box at the third layer as a short story of a person using the service. The
box at the bottom layer represents a core service concept that captures the essential value
found in the idea of double touch-point service and is used for developing an idea of multitouch-point service in the next phase.
As the sequence tells, the needs for buying a recipe separately and learning table
coordination, whose stories were collected in the phase 1, and also their corresponding ideasof single touch-point services, i.e., an online recipe shop and a projection dinning table were
all integrated into another complex idea of double-touch-point service, i.e., an interactive
dinning table which allows the user to plan a menu by simulating its table coordination image
and also to buy its recipe by touching the image. Here the idea of double touch-point service
is not a simple addition of two single touch-point services. The participant of this design
project indeed modified the original idea of interactive table-top, which adapts its visualdesign to the design of physical plates put on the table, into the new idea of interactive tabletop projecting an image of a menu of meal. Such an imaginative modification of original idea
is necessary for the participant of Open Experience Journey Design to integrate two ideas of

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different touch-points or service scenes along with their utilities into an idea for a service
system of consistent user value chain.
In addition, as shown at the bottom of the Figure 1, the extraction of core value conceptfrom the short story depicting the usage scene of a double touch-point service brings
significant benefits to develop the idea into an idea of more enriched service system. By
expressing the core value proposition as a general statement, it becomes easier for theparticipants to consider possible target users and their value propositions and also explore
the possibilities of additional touch-points and functions to be integrated with the service
without diluting its core value.

3. Experience Journey Lab.
To implement a design project of Open Experience Journey Design online and integrate itwith the technique of crowdsourcing, we developed a website named Experience Journey
Laboratory (EJL). This chapter provides an overview of the architecture of EJL.
EJL is an open online platform where anybody can access and join in the service design
project. Every design project of EJL proceeds in a stepwise fashion following the fourphases of Open Experience Journey Design explained in the previous chapter. In principle,
the architecture and functions of EJL are designed such that the online ideation process does
not require any facilitation or assistance of professional designers except that a blog
component of the website of EJL is used for the project-related announcement from theorganizer of EJL and also that the period of each phase is determined by the organizer inadvance. All the ideas and comments are posted from the participants who are expected tocollaborate on the project by posting comments on the ideas of others or associating ideas ofothers to generate ones own idea. In other words, these ideas and comments are used ascommon resources for ideation being open to every participant.
The interface of EJL consists of four main sections distinguished by different theme colours
corresponding to the four phases of Open Experience Journey Design. The users move
between sections by selecting the coloured tab for each section (Figure 2).
Each section is further divided into two subsections; the idea posting section (theneed/problem positing section for the phase 1) and the comment posting section. As for theforth section of mapping experience journeys, a face-to-face workshop is held for mapping
journeys instead of asking the online participants to draw and post a map by themselves.
Therefore, the subsections here are used for the workshop announcement and posting
comments on the journey maps derived form the workshop respectively.
In the second section, i.e., the section for ideating single touch-point services, EJL
incorporates a program that generates in a random manner a pair of a story depicting a needor troublesome scene and a stimulus word in order to support the forced association. The
participants are also able to switch either the episode or the stimulus word to some otherepisode or word, or renew both using the same program. They can repeat this process until
they decide a pair to associate with. On the other hand, in the third section, i.e., the section
for ideating double-touch-point services, the participants by themselves pick up any pair of
two ideas of single touch-point services from the list of those ideas.
Note that as EJL was developed in Japan and is currently being tested with Japaneseparticipants, all the language expressions used in EJL are written in Japanese.

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Figure 2 Experience Journey Lab.

4. Experimental design projects
To investigate the practical applicability of EJL, two experimental crowdsourcing design
projects have been planned to implement during the period from October 19th to December
3rd of the year 2011. The two themes of the design projects are a service for cooking and aservice for fashion. Both of the projects ask the participants to develop an idea for a service
composed of multiple touch-points. For each of these experiments, we prepared someexample postings on the website for the first three phases so that the participants of the
projects figure out easily the process of ideation and expected tasks for each step. Before thelaunch of the experiment, a Twitter account of EJL was released to have followers to makeannouncements of the experiments. We are planning to develop some prototypes for theservice ideas derived from the online experiments and their following workshops. After
receiving comments on these prototypes from the project participants, the strength andeffectiveness of EJL will be evaluated.

5. Conclusion
We introduced Open Experience Journey Design, a user driven design approach for service
innovation in which users or consumers ideate desirable services without specifying any
predetermined provider or product and service category. By testing the approach in a service

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design workshop, we observed and demonstrated the sequence of an actual process of suchan idea development using an example case. It was revealed from the observation that theforced association technique applied to the process is quite effective for generating nontrivial ideas beyond the boundary of conventional thinking of the workshop participants.
Moreover, it was also shown that the ideation technique of associating two single touchpoint services stimulates them to generate an idea for a service system, integrating two
different utilities into a consistent user value chain. Such a technique of generating a complex
idea brings significant benefits to find insights for designing an innovative service as many ofrecent services are becoming complex systems of multiple touch-points and stakeholders.
Based on these findings, we further transplanted the approach and techniques of Open
Experience Design into an online platform to develop Experience Journey Laboratory. By
using EJL, a large number of consumers or users of services are able to explore their spaceof imaginations in collaboration with others to create ideas with no bias toward the interest
and competence of a certain service provider. To prove its practical applicability and toadvance its further development, EJL is being applied to actual crowdsourcing experiments
for service design projects. Their analyses and evaluations are expected as continuing future
research.

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