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Design Beyond the Screen
Introducing Service Design Thinking to UX
This session Expectations
Let’s set some
It’s not a manual for designing perfect
services
It will give you is a new way of
thinking about your product or service
in a wider context than the
immediately obvious one: the UI.
2
I did not invent this stuff, I’m just
applying it, maybe it’ll help you!
Part 1
Introduction to Service Design
Part 2
Exploration – Principles
Part 3
The realities of service design
Introduction RealityExploration
Overview
The big picture
3
Introduction
Part 1
4
"When you have two coffee shops right
next to each other, that each sell the
exact same coffee at the exact same
price. Service Design is what make you
walk into the one and not the other."
Marc Fonteijn, 31 Volts Service Design, 2008
Definition
What is Service Design
5 Exploration RealityIntroduction
The end goal Holidays
Allow us to dream and get away from it all
The perfect beach
6
The beginning Holidays
Are easier to book, but not fun
Soooooooo much choice in a bad website
7
UX Designers Holidays
Are easier to book, but not fun
Are good at fixing that
8
No navigation
Stock imagery
Organisation driven Information Architecture
Secondary nav tiny
Service Designers Holidays
Can be quite a stressful experience
Consider the bigger picture as well
9
People & Interactions Service design elements
That need to be considered
Who’s involved?
DIGITALREALWORLD
Customer
+
Service
Provider
=
Touch
Point
Mobile
Tablet
Shop checkout
Service desk
Self service kiosk
Hotel porter
Paper based
In store
Desktop
Stakeholders Service
Designers
YOU!
10 Exploration RealityIntroduction
Exploration
Principles behind great customer experiences
Part 2
11
Principles behind great customer experiences
What makes great services
"The challenge is no longer to simply create a great
product or service, with a good customer service
offering and a useful website, it is to seamlessly
join up an increasing number of different touch
points." Matt Watkinson, 2013
12 Exploration RealityIntroduction
3 simple questions
Think about this
#2 Do you want to get rich through
your own business / career?
… or at least make a decent living
#3 Did you start your own business / career
because you wanted to get rich?
#1 Do you want to get rich?
… or at least make a decent living
13 Exploration RealityIntroduction
Let’s ponder this 3 simple questions
Think about this
Yes – that’s OK
“Do you want to get rich?”
Yes – that’s OK
“Do you want to get rich through your own business / career?”
Yes – let’s talk about that …
“Did you start your own business / career because you wanted to
get rich?”
$$$
14 Exploration RealityIntroduction
Why you should care too Caring pays
The value of customer experience
You cannot afford not to
(your competitors do)
It pays in the short term
(you’ll be happier at work)
It pays even more in the long term
(you’ll have a successful business)
15 Exploration RealityIntroduction
There’s more than one way… Design Principles
UX and CX frameworks
16 Exploration RealityIntroduction
It’s not rocket science How to do it
The 10 principles behind great customer experiences
They work for startups & large
organisations
You’ll learn about them today
Please buy his book too because he’s a really nice guy.
In his book “The 10 Principles Behind Great Customer Experiences”
Matt Watkinson wrote some down
17 Exploration RealityIntroduction
Principle #1
Wants vs needs
"People do not build their beliefs on a foundation of
reason. They begin with certain beliefs, then find
reasons to justify them" Eugene P. Wigner
Rational vs rationale thinking Principle #1
Wants vs needs
We live in a world of wants, not needs
Create a brand reality, not an image
What does your brand say about your
customers?
Great customer experiences strongly reflect the customer’s identity
19 Exploration RealityIntroduction
Principle #1
Wants vs needs
Rational vs rationale thinking
Great customer experiences strongly reflect the customer’s identity
"Customers don't want to buy a quarter inch
drill, they want a quarter inch hole" Theodore Levitt
Principle #2
Objectives & Super Objectives
Everything has a goal Principle #2
Objectives & Super Objectives
Telepathy vs empathy vs self referential
design – especially relevant to startups
Create a product / service that goes
beyond the immediate need
What problem are you / your product /
service solving?
Great customer experiences satisfy our higher objectives
22 Exploration RealityIntroduction
Everything has a goal Principle #2
Objectives & Super Objectives
Great customer experiences satisfy our higher objectives
"Good design thorough down to the last detail.
Nothing must be arbitrary or left to chance.
Care and accuracy in the design process show
respect towards the consumer." Dieter Rams
Principle #3
No detail too small
This eensy weensy tiny detail Principle #3
No detail is too small
Find quick wins to delight
What’s the entire customer journey?
Great customer experiences leave nothing to chance
Lots of small gains create one big
one
25 Exploration RealityIntroduction
This eensy weensy tiny detail Principle #3
No detail is too small
Great customer experiences leave nothing to chance
26 Exploration RealityIntroduction
"Happiness equals reality minus expectations"
Tom Magliozzi
Photo by:
http://www.flickr.com/photos/ladymissmarquise/
Principle #4
Met expectations keep customers
What you see is what you get Principle #4
Met expectations keep customers
Be consistent
Make sure all ends well
Great customer experiences set and meet expectations
Don’t overpromise and under deliver
28 Exploration RealityIntroduction
What you see is what you get Principle #4
Met expectations keep customers
Great customer experiences set and meet expectations
“Perfection is achieved, not when there is
nothing to add, but when there is nothing left to
take away" Antoine de Saint-Exupéry
Principle #5
Technology should make our lives easier
Don’t make me think Principle #5
Technology should make our lives easier
Serve the customer at the right time
and the right place
Too much choice can be a burden
Great customer experiences are effortless
Consider: time, convenience,
simplicity
???
31 Exploration RealityIntroduction
Don’t make me think Principle #5
Technology should make our lives easier
Great customer experiences are effortless
Don’t make me think Principle #5
Technology should make our lives easier
Great customer experiences are effortless
Don’t make me think Principle #5
Technology should make our lives easier
Great customer experiences are effortless
Don’t make me think Principle #5
Technology should make our lives easier
Great customer experiences are effortless
Don’t make me think Principle #5
Technology should make our lives easier
Great customer experiences are effortless
Don’t make me think Principle #5
Technology should make our lives easier
Great customer experiences are effortless
Don’t make me think Principle #5
Technology should make our lives easier
Great customer experiences are effortless
Don’t make me think Principle #5
Technology should make our lives easier
Great customer experiences are effortless
Don’t make me think Principle #5
Technology should make our lives easier
Great customer experiences are effortless
Don’t make me think Principle #5
Technology should make our lives easier
Great customer experiences are effortless
Don’t make me think Principle #5
Technology should make our lives easier
Great customer experiences are effortless
Don’t make me think Principle #5
Technology should make our lives easier
Great customer experiences are effortless
Don’t make me think Principle #5
Technology should make our lives easier
Great customer experiences are effortless
Don’t make me think Principle #5
Technology should make our lives easier
Great customer experiences are effortless
Don’t make me think Principle #5
Technology should make our lives easier
Great customer experiences are effortless
Don’t make me think Principle #5
Technology should make our lives easier
Great customer experiences are effortless
"Confusion is the chief cause of worry."
Herbert E. Hawkes
Principle #6
Avoid errors when possible
Don’t hassle me Principle #6
Avoid errors when possible
Design for forgiveness
Intuitiveness vs efficiency
Great customer experiences are stress free
Errors lead to stress and vice versa
*&£^@
49 Exploration RealityIntroduction
Don’t hassle me Principle #6
Avoid errors when possible
Great customer experiences are stress free
"We made the buttons on the screen look so
good you'll want to lick them" Steve Jobs
Principle #7
Make it sweet
Photo by:
http://www.flickr.com/photos/joaoloureiro/
It’s the whole package Principle #7
Make it sweet
Don’t overwhelm you customers
What if I can’t _________
Great customer experiences indulge the senses
Consider every experience multi
sensory
(insert sense)
52 Exploration RealityIntroduction
It’s the whole package Principle #7
Make it sweet
Great customer experiences indulge the senses
It’s the whole package Principle #7
Make it sweet
Great customer experiences indulge the senses
"Trade is a social act."
J.S. Mill
Principle #8
People products
Photo by:
http://www.flickr.com/photos/matthieu-aubry/
Real experiences, real people Principle #8
People products
It’s easier to be loyal to a person than
a brand
Your employees are your brand
ambassadors
Great customer experiences are socially engaging
Add a personal touch to your product /
service
=
56 Exploration RealityIntroduction
Real experiences, real people Principle #8
People products
Great customer experiences are socially engaging
57 Exploration RealityIntroduction
Real experiences, real people Principle #8
People products
Great customer experiences are socially engaging
58 Exploration RealityIntroduction
Real experiences, real people Principle #8
People products
Great customer experiences are socially engaging
59 Exploration RealityIntroduction
"I did it my way."
Frank Sinatra
Principle #9
Total control
The digital world is one of choice Principle #9
Total control
Increase control by striking a balance
among the dimensions of control
Consider the who, what, when and
where of control
Great customer experiences put customers in control
Give the customer control, but help
them along the way
61 Exploration RealityIntroduction
The digital world is one of choice Principle #9
Total control
Great customer experiences put customers in control
62 Exploration RealityIntroduction
Vincent van Gogh
Principle #10
Feeling products
How does that make you feel? Principle #10
Feeling products
Consider emotional intensity
Promote positive emotions / actively
avoid negative ones
Great customer experiences consider the emotions
Emotions can encourage / discourage
actions
64 Exploration RealityIntroduction
How does that make you feel? Principle #10
Feeling products
Great customer experiences consider the emotions
65 Exploration RealityIntroduction
Reality
Service design out in the wild
Part 3
66
Who’s who? Organisations & Service Design
Sometimes they struggle
What is their contribution /
responsibility in your project?
Where do they sit in the organisation?
The people that matter too
Who are your stakeholders?
67 RealityIntroduction Exploration
What’s in it for them? Organisations & Service Design
Sometimes they struggle
What are their higher objectives?
Just setting out a strategy isn’t enough
What do they say they want to get out
of good service design?
What are their actual drivers and
motivations?
68 RealityIntroduction Exploration
The hard bit Organisations & Service Design
Sometimes they struggle
Iterate, iterate, iterate!
Get executive support
Getting it all to work
Find the right diplomat in the
organisation
69 RealityIntroduction Exploration
Don’t just design Organisations & Service Design
Sometimes they struggle
Consider technology where
appropriate, but don’t be limited by it.
Find out business goals. They’re just
as important!
Once you’re on your way
Validate that you’re designing the
right thing
70 RealityIntroduction Exploration
Business Realities
Don’t forget …
4
1. Your stakeholders
2. Their true motivations
3. Get the right support
4. Don’t just design
Thank You & Key Take Aways
Remember this
71 RealityExplorationIntroduction
Customer XP Principles
Great customer experiences…
10
1. Strongly reflect the customer's identity
2. Satisfy our higher objectives
3. Leave nothing to chance
4. Set and then meet expectations
5. Are effortless
6. Are stress free
7. Indulge the senses
8. Are socially engaging
9. Put the customer in control
10. Consider the emotions
Appendix
Newt is a design consultancy
We believe that good design drives change
A guy that listens a lot Who I am
Your presenter
Dr. Philip Bonhard
About Customers / People Carer @Newtidea
entertainment
Our clients’ customers
Our clients
financial services
government
travel
telco utilities healthcare
media
retail
@UXPhil / phil@newtidea.com
74
Resources
Books worth reading
This is Service Design Thinking
Various Authors –
www.thisisservicedesignthinking.com
The Ten Principles Behind Great
Customer Experiences
Matt Watkinson
75
The Noun Project Thank you
Useful Stuff
World designed by Mateo Zlatar People designed by Wayne Tyler Sall
People designed by Roman J. Sokolov Dream designed by James Stone
Boy designed by Peacock Dream Marriage Proposal designed by Luis Prado
Boy designed by Michael Rowe Worker designed by Bart Laugs
Girl designed by Michael Rowe Thinking designed by Michael V. Suriano
Eye from The Noun Project
www.thenounproject.com
76
The Noun Project Thank you
Useful Stuff
Control designed by Dima Yagnyuk
Happy designed by Tobias F. Wolf Sad designed by Tobias F. Wolf
Touch designed by Michele Zamparo
Nose designed by Rachel Healey Tongue designed by Alex Fuller
www.thenounproject.com
Conversation designed by Michael V. Suriano Cry designed by James Bickerton
Alert designed by Thomas Le Bas Stress designed by Shreya Chakravarty
Pizza designed by Marcus Michaels
77
The Noun Project Thank you
Useful Stuff
Network designed by Stijn Janmaat
www.thenounproject.com
Happy designed by Takao Umehara
78
Conversation designed by Rudy Jaspers
Second thought designed by Dima Yagnyuk
and Benjamin H Byron
Handshake designed by Diego Naive
Diplomacy designed by Thibault Geffroy
Design designed by Scott Lewis
Bar graph designed by Nicolas Hue
Microchip designed by Márcio Duarte

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Beyond the Screen: Introducing Service Design Thinking to UX

  • 1. Design Beyond the Screen Introducing Service Design Thinking to UX
  • 2. This session Expectations Let’s set some It’s not a manual for designing perfect services It will give you is a new way of thinking about your product or service in a wider context than the immediately obvious one: the UI. 2 I did not invent this stuff, I’m just applying it, maybe it’ll help you!
  • 3. Part 1 Introduction to Service Design Part 2 Exploration – Principles Part 3 The realities of service design Introduction RealityExploration Overview The big picture 3
  • 5. "When you have two coffee shops right next to each other, that each sell the exact same coffee at the exact same price. Service Design is what make you walk into the one and not the other." Marc Fonteijn, 31 Volts Service Design, 2008 Definition What is Service Design 5 Exploration RealityIntroduction
  • 6. The end goal Holidays Allow us to dream and get away from it all The perfect beach 6
  • 7. The beginning Holidays Are easier to book, but not fun Soooooooo much choice in a bad website 7
  • 8. UX Designers Holidays Are easier to book, but not fun Are good at fixing that 8 No navigation Stock imagery Organisation driven Information Architecture Secondary nav tiny
  • 9. Service Designers Holidays Can be quite a stressful experience Consider the bigger picture as well 9
  • 10. People & Interactions Service design elements That need to be considered Who’s involved? DIGITALREALWORLD Customer + Service Provider = Touch Point Mobile Tablet Shop checkout Service desk Self service kiosk Hotel porter Paper based In store Desktop Stakeholders Service Designers YOU! 10 Exploration RealityIntroduction
  • 11. Exploration Principles behind great customer experiences Part 2 11
  • 12. Principles behind great customer experiences What makes great services "The challenge is no longer to simply create a great product or service, with a good customer service offering and a useful website, it is to seamlessly join up an increasing number of different touch points." Matt Watkinson, 2013 12 Exploration RealityIntroduction
  • 13. 3 simple questions Think about this #2 Do you want to get rich through your own business / career? … or at least make a decent living #3 Did you start your own business / career because you wanted to get rich? #1 Do you want to get rich? … or at least make a decent living 13 Exploration RealityIntroduction
  • 14. Let’s ponder this 3 simple questions Think about this Yes – that’s OK “Do you want to get rich?” Yes – that’s OK “Do you want to get rich through your own business / career?” Yes – let’s talk about that … “Did you start your own business / career because you wanted to get rich?” $$$ 14 Exploration RealityIntroduction
  • 15. Why you should care too Caring pays The value of customer experience You cannot afford not to (your competitors do) It pays in the short term (you’ll be happier at work) It pays even more in the long term (you’ll have a successful business) 15 Exploration RealityIntroduction
  • 16. There’s more than one way… Design Principles UX and CX frameworks 16 Exploration RealityIntroduction
  • 17. It’s not rocket science How to do it The 10 principles behind great customer experiences They work for startups & large organisations You’ll learn about them today Please buy his book too because he’s a really nice guy. In his book “The 10 Principles Behind Great Customer Experiences” Matt Watkinson wrote some down 17 Exploration RealityIntroduction
  • 18. Principle #1 Wants vs needs "People do not build their beliefs on a foundation of reason. They begin with certain beliefs, then find reasons to justify them" Eugene P. Wigner
  • 19. Rational vs rationale thinking Principle #1 Wants vs needs We live in a world of wants, not needs Create a brand reality, not an image What does your brand say about your customers? Great customer experiences strongly reflect the customer’s identity 19 Exploration RealityIntroduction
  • 20. Principle #1 Wants vs needs Rational vs rationale thinking Great customer experiences strongly reflect the customer’s identity
  • 21. "Customers don't want to buy a quarter inch drill, they want a quarter inch hole" Theodore Levitt Principle #2 Objectives & Super Objectives
  • 22. Everything has a goal Principle #2 Objectives & Super Objectives Telepathy vs empathy vs self referential design – especially relevant to startups Create a product / service that goes beyond the immediate need What problem are you / your product / service solving? Great customer experiences satisfy our higher objectives 22 Exploration RealityIntroduction
  • 23. Everything has a goal Principle #2 Objectives & Super Objectives Great customer experiences satisfy our higher objectives
  • 24. "Good design thorough down to the last detail. Nothing must be arbitrary or left to chance. Care and accuracy in the design process show respect towards the consumer." Dieter Rams Principle #3 No detail too small
  • 25. This eensy weensy tiny detail Principle #3 No detail is too small Find quick wins to delight What’s the entire customer journey? Great customer experiences leave nothing to chance Lots of small gains create one big one 25 Exploration RealityIntroduction
  • 26. This eensy weensy tiny detail Principle #3 No detail is too small Great customer experiences leave nothing to chance 26 Exploration RealityIntroduction
  • 27. "Happiness equals reality minus expectations" Tom Magliozzi Photo by: http://www.flickr.com/photos/ladymissmarquise/ Principle #4 Met expectations keep customers
  • 28. What you see is what you get Principle #4 Met expectations keep customers Be consistent Make sure all ends well Great customer experiences set and meet expectations Don’t overpromise and under deliver 28 Exploration RealityIntroduction
  • 29. What you see is what you get Principle #4 Met expectations keep customers Great customer experiences set and meet expectations
  • 30. “Perfection is achieved, not when there is nothing to add, but when there is nothing left to take away" Antoine de Saint-Exupéry Principle #5 Technology should make our lives easier
  • 31. Don’t make me think Principle #5 Technology should make our lives easier Serve the customer at the right time and the right place Too much choice can be a burden Great customer experiences are effortless Consider: time, convenience, simplicity ??? 31 Exploration RealityIntroduction
  • 32. Don’t make me think Principle #5 Technology should make our lives easier Great customer experiences are effortless
  • 33. Don’t make me think Principle #5 Technology should make our lives easier Great customer experiences are effortless
  • 34. Don’t make me think Principle #5 Technology should make our lives easier Great customer experiences are effortless
  • 35. Don’t make me think Principle #5 Technology should make our lives easier Great customer experiences are effortless
  • 36. Don’t make me think Principle #5 Technology should make our lives easier Great customer experiences are effortless
  • 37. Don’t make me think Principle #5 Technology should make our lives easier Great customer experiences are effortless
  • 38. Don’t make me think Principle #5 Technology should make our lives easier Great customer experiences are effortless
  • 39. Don’t make me think Principle #5 Technology should make our lives easier Great customer experiences are effortless
  • 40. Don’t make me think Principle #5 Technology should make our lives easier Great customer experiences are effortless
  • 41. Don’t make me think Principle #5 Technology should make our lives easier Great customer experiences are effortless
  • 42. Don’t make me think Principle #5 Technology should make our lives easier Great customer experiences are effortless
  • 43. Don’t make me think Principle #5 Technology should make our lives easier Great customer experiences are effortless
  • 44. Don’t make me think Principle #5 Technology should make our lives easier Great customer experiences are effortless
  • 45. Don’t make me think Principle #5 Technology should make our lives easier Great customer experiences are effortless
  • 46. Don’t make me think Principle #5 Technology should make our lives easier Great customer experiences are effortless
  • 47. Don’t make me think Principle #5 Technology should make our lives easier Great customer experiences are effortless
  • 48. "Confusion is the chief cause of worry." Herbert E. Hawkes Principle #6 Avoid errors when possible
  • 49. Don’t hassle me Principle #6 Avoid errors when possible Design for forgiveness Intuitiveness vs efficiency Great customer experiences are stress free Errors lead to stress and vice versa *&£^@ 49 Exploration RealityIntroduction
  • 50. Don’t hassle me Principle #6 Avoid errors when possible Great customer experiences are stress free
  • 51. "We made the buttons on the screen look so good you'll want to lick them" Steve Jobs Principle #7 Make it sweet Photo by: http://www.flickr.com/photos/joaoloureiro/
  • 52. It’s the whole package Principle #7 Make it sweet Don’t overwhelm you customers What if I can’t _________ Great customer experiences indulge the senses Consider every experience multi sensory (insert sense) 52 Exploration RealityIntroduction
  • 53. It’s the whole package Principle #7 Make it sweet Great customer experiences indulge the senses
  • 54. It’s the whole package Principle #7 Make it sweet Great customer experiences indulge the senses
  • 55. "Trade is a social act." J.S. Mill Principle #8 People products Photo by: http://www.flickr.com/photos/matthieu-aubry/
  • 56. Real experiences, real people Principle #8 People products It’s easier to be loyal to a person than a brand Your employees are your brand ambassadors Great customer experiences are socially engaging Add a personal touch to your product / service = 56 Exploration RealityIntroduction
  • 57. Real experiences, real people Principle #8 People products Great customer experiences are socially engaging 57 Exploration RealityIntroduction
  • 58. Real experiences, real people Principle #8 People products Great customer experiences are socially engaging 58 Exploration RealityIntroduction
  • 59. Real experiences, real people Principle #8 People products Great customer experiences are socially engaging 59 Exploration RealityIntroduction
  • 60. "I did it my way." Frank Sinatra Principle #9 Total control
  • 61. The digital world is one of choice Principle #9 Total control Increase control by striking a balance among the dimensions of control Consider the who, what, when and where of control Great customer experiences put customers in control Give the customer control, but help them along the way 61 Exploration RealityIntroduction
  • 62. The digital world is one of choice Principle #9 Total control Great customer experiences put customers in control 62 Exploration RealityIntroduction
  • 63. Vincent van Gogh Principle #10 Feeling products
  • 64. How does that make you feel? Principle #10 Feeling products Consider emotional intensity Promote positive emotions / actively avoid negative ones Great customer experiences consider the emotions Emotions can encourage / discourage actions 64 Exploration RealityIntroduction
  • 65. How does that make you feel? Principle #10 Feeling products Great customer experiences consider the emotions 65 Exploration RealityIntroduction
  • 66. Reality Service design out in the wild Part 3 66
  • 67. Who’s who? Organisations & Service Design Sometimes they struggle What is their contribution / responsibility in your project? Where do they sit in the organisation? The people that matter too Who are your stakeholders? 67 RealityIntroduction Exploration
  • 68. What’s in it for them? Organisations & Service Design Sometimes they struggle What are their higher objectives? Just setting out a strategy isn’t enough What do they say they want to get out of good service design? What are their actual drivers and motivations? 68 RealityIntroduction Exploration
  • 69. The hard bit Organisations & Service Design Sometimes they struggle Iterate, iterate, iterate! Get executive support Getting it all to work Find the right diplomat in the organisation 69 RealityIntroduction Exploration
  • 70. Don’t just design Organisations & Service Design Sometimes they struggle Consider technology where appropriate, but don’t be limited by it. Find out business goals. They’re just as important! Once you’re on your way Validate that you’re designing the right thing 70 RealityIntroduction Exploration
  • 71. Business Realities Don’t forget … 4 1. Your stakeholders 2. Their true motivations 3. Get the right support 4. Don’t just design Thank You & Key Take Aways Remember this 71 RealityExplorationIntroduction Customer XP Principles Great customer experiences… 10 1. Strongly reflect the customer's identity 2. Satisfy our higher objectives 3. Leave nothing to chance 4. Set and then meet expectations 5. Are effortless 6. Are stress free 7. Indulge the senses 8. Are socially engaging 9. Put the customer in control 10. Consider the emotions
  • 73. Newt is a design consultancy We believe that good design drives change
  • 74. A guy that listens a lot Who I am Your presenter Dr. Philip Bonhard About Customers / People Carer @Newtidea entertainment Our clients’ customers Our clients financial services government travel telco utilities healthcare media retail @UXPhil / phil@newtidea.com 74
  • 75. Resources Books worth reading This is Service Design Thinking Various Authors – www.thisisservicedesignthinking.com The Ten Principles Behind Great Customer Experiences Matt Watkinson 75
  • 76. The Noun Project Thank you Useful Stuff World designed by Mateo Zlatar People designed by Wayne Tyler Sall People designed by Roman J. Sokolov Dream designed by James Stone Boy designed by Peacock Dream Marriage Proposal designed by Luis Prado Boy designed by Michael Rowe Worker designed by Bart Laugs Girl designed by Michael Rowe Thinking designed by Michael V. Suriano Eye from The Noun Project www.thenounproject.com 76
  • 77. The Noun Project Thank you Useful Stuff Control designed by Dima Yagnyuk Happy designed by Tobias F. Wolf Sad designed by Tobias F. Wolf Touch designed by Michele Zamparo Nose designed by Rachel Healey Tongue designed by Alex Fuller www.thenounproject.com Conversation designed by Michael V. Suriano Cry designed by James Bickerton Alert designed by Thomas Le Bas Stress designed by Shreya Chakravarty Pizza designed by Marcus Michaels 77
  • 78. The Noun Project Thank you Useful Stuff Network designed by Stijn Janmaat www.thenounproject.com Happy designed by Takao Umehara 78 Conversation designed by Rudy Jaspers Second thought designed by Dima Yagnyuk and Benjamin H Byron Handshake designed by Diego Naive Diplomacy designed by Thibault Geffroy Design designed by Scott Lewis Bar graph designed by Nicolas Hue Microchip designed by Márcio Duarte