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Creating Customer-Centric Organizations: TheValue of Design Artefacts
Jacqueline Wechsler & Jochen Schweitzer
To cite this article: Jacqueline Wechsler & Jochen Schweitzer (2019) Creating Customer-Centric Organizations: The Value of Design Artefacts, The Design Journal, 22:4, 505-527, DOI:10.1080/14606925.2019.1614811
To link to this article: https://doi.org/10.1080/14606925.2019.1614811
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Creating Customer-Centric Organizations:The Value ofDesign Artefacts
Jacqueline WechslerSticky Design Studio, Sydney, Australia
Jochen SchweitzerUniversity of Technology Sydney BusinessSchool, Sydney, Australia
ABSTRACT More organizations are adoptingcustomer-centric innovation practices to increasebusiness value; however, very little is known aboutthe factors driving customer-centric innovation or theconditions under which innovation succeeds.Similarly, very little is known about the role of designartefacts as inputs in customer-centric innovationprocesses or as instruments that support theorganizational change required for successful
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change. A practice-led case study was conducted toexamine the role of design artefacts and to demonstratehow they are flexible and persuasive tools that mediate thesocial and intertwined demands of customer-centricinnovation strategies. Five distinct roles of design artefactsare proposed and their value in contributing to innovationand organizational change are considered.
KEYWORDS: design artefacts; design methods; customer-centricity;organizational change
Introduction
+As a key strategic resource, the capacity to innovate hasbecome very important to commercial, non-commercial andgovernment organizations globally. Innovation advances peo-
ple’s wellbeing, their relationship with the environment, organizationalefficacy and profitability. Much can be achieved by adopting a cus-tomer-centric approach to innovation; however, many challenges stillremain (Bucolo, Wrigley, and Matthews 2012). Recent research hasshown that this approach involves many aspects and relationshipsincluding, for example, design processes (Dorst 2011) and designmindsets (Schweitzer, Groeger, and Sobel 2016). Yet, the absence oftheoretical support for customer-centricity within the broader manage-ment literature has led to ongoing debates in relation to the effects ofpractically adopting and successfully implementing this approach toinnovate products and services, organizational strategies (Clegg et al.2017), and culture and leadership (Schweitzer 2014). Further, very littleis known about the role of design artefacts in supporting an organiza-tion to be customer focused, or the changes that need to be imple-mented when such a strategy is adopted.
The existing literature discusses the effect design has on organi-zations in relation to their products, processes and strategies (e.g.Cooper, Junginger, and Lockwood 2011), as well as its contributionto innovation management and market-oriented thinking (e.g. Clegget al. 2017). However, the focus of this discourse is limited to theeffect of the design process as a whole or to the influence ofdesigned outputs (such as products, services and apps, amongothers), rather than specific design artefacts or the tools used withindesign processes and their consequent effect on market orientationand customer-centricity.
Adding to the complexity is that, to date, definitions of what arte-facts are have mostly been vague. Researchers widely agree thatartefacts are essential to ‘getting things done’ in organizations (KnorrCetina 1997; Orlikowski 2002); however, very little agreement existson how managers successfully use and produce design artefacts(both at the organizational and individual levels) when pursuing innov-ation or implementing change. We define design artefacts as visual
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artefacts used within innovation and design processes, and any vis-ual objects towards which and with which individuals act. Thisincludes only artefacts that have been created during the design pro-cess such as prototypes, journey maps and wire frames. It does notinclude artefacts that constitute a final product or service.
We conducted a single instrumental case study (Stake 1995) of aproject that sought to improve the ordering and activation servicesrelated to complex information technology and telecommunicationsproducts. For this, we adopted an ethnographic and practice-ledresearch approach and undertook an investigation of situated designpractices in a complex practice context (Mafe and Brown 2006). Ourcase study considered design artefacts in relation to their social con-texts to clarify their mediatory roles within customer-centric innovationprocesses and to highlight the potential of design artefacts to supportorganizational change.
First discussed are related readings about customer-centricity andorganizational change, design artefacts as boundary objects anddesigners’ roles as knowledge brokers. Materials and methods arealso explained, including details about the case. Next, five proposi-tions for artefacts’ supporting roles in customer-centricity are pre-sented in Sections 5 and 6.
BackgroundCustomer-centricity and Organizational ChangeHuman-centred innovation is based on ‘customer insights’ or theknowledge gained by interacting directly with consumers to under-stand their values and meaning-based needs (Beckman and Barry2007). In business practices, human-centred innovation is alsoreferred to as ‘customer-centred innovation’ or ‘customer-centricity’.Design professionals have long used ethnographic researchapproaches within design practice; however, more recently, innov-ation and management writers have also advocated for the adoptionof ethnographic approaches in relation to customer-centricity(Beckman and Barry 2007; Liedtka and Ogilvie 2011). Previousresearch has shown that design processes and artefacts are com-monly applied within the business context and that design practicesand tools add value to businesses (Leung et al. 2016; Veyzer and DeMozata 2005). Numerous studies focusing on customer-centricityhave also shown that the application of design tools and methods(e.g. ‘personas’, ‘prototyping’, ‘scenarios’ and ‘customer journeymaps’) are endemic in design practice (Hanington and Martin 2012).Indeed, these valuable methods provide deep insights into customerneeds and inform human-centred innovation processes (Manning,Bodine, and Bernoff 2012; Schrage 1993). Further, customer-centri-city is critical to gaining a competitive advantage in business(Galbraith 2005; Manning, Bodine, and Bernoff 2012).
However, in both the design and business literature, understandingsof how customer-centricity is enabled within organizations are limited
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(Johnston and Kong 2011). Many have also found it difficult to sustain acustomer focus over time because it is contrary to the way in whichthey work, especially as many organizations centre on efficiency andquantitative metrics. Adopting a customer-centric perspective requiresepistemological and attitudinal shifts (Dunne 2011). Thus, if customer-centred innovation is to be achieved, organizational transformation isalso required. This could include changes to culture, processes andstructure that are both challenging and time consuming. Recent studiesidentified some of the relationships between design (thinking) practicesand organizational change and culture (Buchanan 2015; Elsbach andStigliani 2018), but understandings of the role of design artefacts infacilitating changes towards customer-centricity remain limited.
Design Artefacts as Boundary ObjectsDesign artefacts help to get things done. Previous research hasshown that material artefacts play important mediatory and enablingroles in organizational and inter-organizational innovation processes(Rafaeli and Vinai-Yavetz 2004b, 2006). The effects of different arte-facts (e.g. Gantt charts, texts and documents, visual representationsand drawings) have been analysed and proven useful in organiza-tional learning, knowledge and management (Hutchins 1995; Wenger1998, 2000) or as collaboration enablers (Perry and Sanderson1998; Star and Griesemer 1989), coordination devices (Henderson1991) and as socio-material objects that mediate the social andmaterial nature of work practices (Orlikowski 2002, 2006, 2007).However, previous studies have also largely focused on how materi-ality and artefacts support product development processes.
Among people, artefacts facilitate knowledge sharing and trans-formation, and play practical, political and persuasive roles (Kimble,Grenier, and Goglio-Primard 2010; Roth and McGinn 1998). The ideaof an ‘artefact as a boundary object’ explains both their different rolesand their implicit functions in social mediation. Notably, boundaryobjects refer to the brokering and boundary-spanning capabilities ofartefacts across functional domains within collaborative work (Star andGriesemer 1989). These objects create a shared language for individu-als and ably represent their knowledge, and can also provide one witha concrete means for specifying and learning about any differences,dependencies and what is new across a given (knowledge) boundary.Additionally, boundary objects facilitate the process by which individu-als transform the knowledge being used and apply what they know totransform existing problem-related knowledge (Carlile 2006).
Carlile (2002) outlines the two key tenets of boundary object arte-facts: (1) boundary objects are practical, as they enable a sharedmeans of representation and a specification of any differences at theboundary; and (2) boundary objects are political, as they facilitateknowledge transformation. Thus, if innovation requires boundaryspanning, the act of deciding which artefacts to share, with whomand when could be both a practical and political decision. Wenger
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(2000) conceptualized these decision acts as brokering or as proc-esses of translation, coordination and alignment between perspec-tives. Brokers move knowledge from one place to another and bringback news from the forefront.
Designers as Knowledge BrokersDesigners who create and employ artefacts can be considered‘knowledge brokers’ (Hargadon and Sutton 2000), who use bound-ary objects to broker customer-centric knowledge. Essentially, suchuse sees artefacts function as conscription devices (Henderson1999) to enlist participation in organizational settings. In the literatureWagner (2000) discussed the significant and persuasive roles of arte-facts in collaborative work. Similarly, artefacts are also critical to cus-tomer-centric innovation contexts in which they function to mediatesocial and political processes and collective actions.
Understandings of the enabling roles of artefacts in organizationalcontexts are well established; yet, gauging their functions in organiza-tions attempting to move towards customer-centricity remains limitedand vague. Thus, this case study sought to determine if and howdesign artefacts could be used to support the organizational changerequired in designing and delivering customer-centric products andservices. To answer these questions, we adopted a theoretical perspec-tive of design artefacts as boundary objects and acted from the under-standing that the designer is the knowledge broker in the context oforganizational change towards customer-centricity. We also examinedthe role of design artefacts as flexible tools that mediate the social andinterlinked demands of innovation initiatives in a specific organization.
Studying how designers (and non-designers) consider and usedesign artefacts will increase knowledge of the enabling and medi-atory roles of both design practices and artefacts in complex socialinnovation contexts (the very situation that countless organizationsare presently facing). The central objective of our research was togain a better understanding of how design artefacts function to facili-tate and motivate collective action, and to enable communicationand transformation.
Materials and MethodsA single in-depth case study was conducted to examine the role ofdesign artefacts and to understand whether and how they supportcustomer-centric innovation. The organization selected for reviewhad a confident strategic intention to pursue customer-centricity.This allowed us to undertake a deep analysis of the contextual fac-tors affecting the roles of a range of artefacts.
We also adopted a researcher-as-instrument (Robson 1995)approach. Within this approach, the researcher was the lead designerof the case project, and their relationships with those under investiga-tion were examined (MacDonald 1994). Multiple data collection
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methods and sources were employed, including participant observa-tion, qualitative interviews, document collection and the use of thickdescriptions (Geertz 1973). For example, participant observations andinterviews were conducted with artefact recipients and design practi-tioners in similar roles. Additional data sources included intranet andpublic website content, emails, field notes, physical artefacts, memo-randums and artefacts produced by other designers for other projects.
Sampling was opportunistic (Miles and Huberman 1994), which wasnot ideal. However, due to the covert nature of the study, it was the onlyapproach available. In the early phase, we had limited access to conductinterviews with diverse organizational members, most notably membersof the senior leadership team, providing insights based on a restrictedrepresentation of perspectives. To gain further valuable views, we alsoobtained additional perspectives from stakeholders at different levels ofseniority. At the end of the project we assumed an overt role, whichallowed us to conduct further interviews with the participants of the finalproject presentation, who had been invited to participate in the study.
Semi-structured interview guides and a detailed research protocol(Yin 2003) were used to conduct a total of 13 interviews over twoyears. The majority of interviews occurred within three months of thefinal delivery of the project results, but follow-up interviews were laterconducted with three participants some five to six months after.
The activities and contextual factors associated with the definedactivity systems (i.e. the individual, team, project and organizationalactivities and contextual factors) were considered during data collec-tion and analysis. Participants were asked to describe any challengesthey experienced when undertaking their work activities, whichenabled participants to explicate any contradictions located within thedifferent activity systems (Engestr€om 1999). Data were then collectedand iteratively analysed over an 18-month period that comprised threedistinct phases, each of which used different approaches.
A constructivist grounded theory approach was adopted for the dataanalysis (Mills, Bonner, and Francis 2006; Seaman 2008), as the studyrelied on predefined theoretical concepts. Different analytical procedureswere applied to each phase of the research, including concurrent col-lection and the coding and double coding of data (Krefting 1991).
The Case Study: Redesigning Online Order andActivation ProcessesThis case study was conducted at an Australian ASX-listed companywith over 40,000 employees. The company offers a broad range oftechnology products and services, and, two years before the projectcommenced, had appointed a chief executive officer who was com-mitted to building a customer-centric organization. The organizationwas commonly employing human-centred design approaches forproduct and service development and had several dedicated designteams. While this context created favourable conditions for designexperimentation, it also created a limitation for replicating the findings.
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The business strategy motivating this project was to improve theonline ordering capability of a specific group of business-to-businesscustomers who were responsible for selling products. The projectteam adopted a customer-centric approach to design new onlineordering and activation services, and the researcher was hired as a‘human-centred design lead’ to work with the internal user-experi-ence group for five months.
The objective of the user-experience design project was to delivera conceptual design including wire frames (i.e. blueprints or visualspecifications for online services) to improve online ordering. The pro-ject deliverable would support the development of a business casestudy so that a project team could be established and the solutionbrought to market.
The key sponsor of the project was the design director; however,there was an implied and strategic obligation to also connect withother stakeholders who would potentially fund and build the sug-gested solution. Given that the lead designer’s tenure at the com-pany was short, it was also important that the knowledge related tothis project was codified and transferred in an accessible way.
As such, the project had four phases:
1. The Listening Phase: During this phase, the team set out to: (1)understand the current processes for ordering and activatingproducts, as experienced by internal staff and customers; (2) con-sider existing challenges with internal systems that may be com-mon to both staff and customer groups; (3) understand customerwork contexts and their dependent organizational processes; and(4) understand customer challenges and needs. The team used‘affinity diagramming’ to gain insights and prove that the currentordering systems and processes required improvement.
2. The Defining Phase: During this phase, the lead designer cre-ated artefacts for ‘design synthesis’, ‘meaning-making’ and‘reflection in action’. Specifically, the designer considered theinformation needs of different stakeholders and created distinctartefacts to satisfy specific information needs and preferences.
3. The Designing Phase: During this phase, team membersengaged in iterative sketching and conducted a workshop with10 business customers. Here, participants reviewed andrefined preliminary sketches for a web portal. The team thentransformed the designs into more detailed wire frames.
4. The Delivery Phase: During this phase, the project outcomeswere shared in a meeting with 40 internal stakeholders throughvideo and telephone conferences. The project deliverableswere subsequently hosted on a website that could beaccessed online during the meeting and afterwards.
Figure 1 shows the project’s design and research activities, andTable 1 provides an overview of each project phase, summarizes the
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activities completed in the project and describes the artefacts thatwere produced and socialized. Table 2 lists the project artefacts asthey were shared.
ResultsThe study found that the use of design artefacts in customer-centricinnovation activities leads to organizational change. Our results showthat design artefacts support social mediation and are critical in ena-bling and mediating change. In Sections 5.1 to 5.5, we explore fiveroles and propose their relationships with customer-centric innov-ation and organizational change in relation to the case study.
Proposition 1: Design Artefacts Function as CustomerEmpathy Enablers
Participants in the study agreed that adopting a customer-centricperspective was vital to company processes. However, like those inprevious studies (e.g. Galbraith 2005; Meyer and Schwager 2007;Shah et al. 2006), the participants in the present study did perceive
Table 1. Activities and artefacts delivered in different project phases.
Phase Activity Artefacts
Listening Stakeholderqualitative research
Research report
Defining Data synthesis andartefact creation
Opportunity maps PersonasCustomer journey mapsResearch videos Infographic
Designing Iterative sketching (wireframes) Co-design workshop
Function overview Wire framesUser stories Video prototypeFuture storyboard Quick wins
Delivery Communication of findingsand deliverables throughemail, and a presentation
PowerPoint presentation HTMLdeliverables site
Figure 1.Activities conducted by the design team during the project phases.
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Tab
le2.
Overview
ofprojec
tartefacts.
Artefac
tDescriptio
n
Res
earchrepo
rtTh
eresearch
repo
rtco
mmun
icated
theke
yinsigh
tsab
outtheus
ergrou
pmap
pedto
theasso
ciated
finding
san
dreco
mmen
datio
ns.
Insigh
tsco
mprised
broa
dge
neralizations
,an
dthefinding
sprov
ided
eviden
ceof
theinsigh
ts.Add
ition
alinform
ationwas
prov
ided
and
reco
mmen
datio
ns(e.g.su
ggestio
nsof
factorsto
chan
geor
enac
t)weremad
eto
addressbo
ththeinsigh
tsan
dfinding
s.Th
eartefactsfunc
tione
dto
docu
men
tthefinding
san
dsu
bstantiate
thede
sign
reco
mmen
datio
ns,while
thereco
mmen
datio
nswere
presen
tedin
aform
atco
mmon
totheorga
nizatio
n.Opp
ortunity
map
Visua
lmap
swereco
nstruc
tedto
unde
rstand
custom
erworkac
tivities,an
dinitial
freeh
andsketch
eswerelatertran
slated
into
design
edartefacts.
One
illustratesthecu
stom
ers’
activities
andtheothe
riden
tifieshigh
-levelc
apab
ilitiesto
supp
orttheseac
tivities,includ
inga
summaryof
thebe
nefitsto
theorga
nizatio
n.Initiallycrea
tedas
conc
eptual
toolsto
cons
ider
andsynthe
size
custom
erne
eds,
these
map
swereus
edto
docu
men
tan
dco
mmun
icatetheworkac
tivities
ofcu
stom
ersan
dto
iden
tifyop
portun
ities
forservice
improv
emen
t.Perso
naTh
reepe
rson
aswerecrea
tedto
reflect
threediffe
rent
custom
ertype
sba
sedon
thetype
(and
complexity)o
ftheprod
ucts
sold.Data
from
custom
erinterviewswereus
edto
guiderecruitm
entfortheco
-designworksho
p,while
person
aswereintend
edto
inform
future
design
workrelatin
gto
both
this
initiativean
dthesecu
stom
ers.
Cus
tomer
journe
ymap
sDatafro
mtheinternal
worksho
pan
dqu
alitativeinterviewsweretran
slated
into
custom
erjourne
ymap
s,includ
ingmap
sof
thetasks,
artefacts,
system
san
dtoolsus
ed.Cus
tomers’
need
s,pa
inpo
ints
andop
portun
ities
werethen
map
pedto
thediffe
rent
stag
esof
the
custom
erjourne
y.Th
reemap
srepresen
tingtheorde
ringan
dac
tivationproc
essesforthreedistinct
prod
ucts
commun
icated
the
complexity
oftheexistin
gproc
esses.
Thesemap
sprov
ided
afra
mew
orkfortheorga
nizatio
nto
reco
nsider
asso
ciated
proc
esses
andsystem
s.Infograp
hic
Theinfograp
hictran
slated
complex
quan
titativeda
tato
abroa
dau
dien
cegrou
pin
anac
cessible
way.Th
ispresen
tedthenu
mbe
rof
supp
ortca
llsmad
eto
thecu
stom
erca
llce
ntre,inform
ationab
outtheasso
ciated
revenu
ede
rived
bytheorga
nizatio
nin
relatio
nto
each
prod
uct,an
dthenu
mbe
rof
custom
ersby
state.
Theinfograp
hicpresen
tedstatisticsby
show
ingthat:(1)the
custom
ergrou
pco
ntrib
uted
asign
ifica
ntam
ount
ofrevenu
eto
theorga
nizatio
n;an
d(2)ifthe
orga
nizatio
nim
prov
edtheirorde
ringservices,theca
ll(Con
tinue
d)
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Tab
le2.
(Con
tinue
d).
centreswou
ldbe
comemoreefficient
andtheorga
nizatio
n’sne
trevenu
ewou
ldco
nseq
uentlyincrea
se.Th
isartefact
was
persua
sive,
asitillu
stratedthepo
tentialvalue
ofinvestingin
arevisedon
lineorde
ringservice.
Res
earchvide
osTw
oon
ean
daha
lfminuteresearch
vide
oswerecrea
tedon
thequ
alitativeresearch
unde
rtak
en.Eac
hvide
odisp
layedeigh
tto
10verbatim
quotes
from
vario
usstaffa
ndcu
stom
erresearch
participan
ts.Th
esevide
osso
ught
tocrea
teem
pathyforcu
stom
ersan
dsimplyan
dpe
rsua
sivelyco
mmun
icatetheissu
esco
nsum
ersen
coun
teredwhe
norde
ringprod
ucts.Th
evide
osrevealed
issu
eswith
thecu
rren
torde
ringproc
essesan
dwhich
toolswereon
erou
s.Fu
nctio
nov
erview
Thefunc
tionov
erview
prov
ided
abriefsu
mmaryof
thefunc
tions
forthereco
mmen
dedpo
rtal.Th
ismap
pedop
portun
ities
iden
tifiedin
theop
portun
itymap
san
dso
ught
toprov
idean
easilydige
stible
overview
oftheprop
osed
orga
nizatio
n’sserviceca
pabilities.
Wire
frames
Aserie
sof
anno
tatedwire
frames
werede
livered
asaPDFfileto
visu
allyco
mmun
icatethefeatures
ofthepo
rtal
rather
than
spec
ific
patterns
andinteractions
.Video
prototyp
eIn
thevide
oprototyp
e,aus
erca
lled‘Jan
ine’
talked
theau
dien
cethroug
han
anim
ationof
wire
frames,de
scrib
ingaprop
osed
system
interm
sof
itsbe
nefits.
Thesead
dressedman
yof
thepa
inpo
ints
expressedby
othe
rartefacts(e.g.thejourne
ymap
san
dpe
rson
as).
Thelead
design
erhe
ldthat
wire
frames
wereno
tea
silyac
cessible
tono
n-tech
nica
laud
ienc
es.Th
us,thevide
oprototyp
ewas
crea
tedto
presen
tthede
sign
sin
anac
cessible
way
that
was
approp
riate
toabroa
drang
eof
stak
eholde
rs.
Userstories
Agile
user
stories(e.g.‘Asacu
stom
erIc
anch
eckthestatus
ofan
orde
rso
that
Ican
arrang
eac
cess
fortech
nician
sinstallingne
twork
infra
structure’)w
eresetou
tin
anExcel
spread
shee
tto
correspo
ndwith
thefeatures
inthewire
frames.Th
eus
erstoriesso
ught
toco
mmun
icatethescop
eof
thede
sign
andrequ
iredtech
nica
linteg
ratio
nto
enab
lethede
velopm
entof
theprojec
tman
agem
entstaff.
Quick
wins
Inan
Excel
spread
shee
t,thequ
ickwins(i.e.
theac
tions
that
theorga
nizatio
nco
uldim
plem
entim
med
iatelyto
improv
etheexistin
gserviceforagrou
p)werelisted.
Every
quickwin
couldbe
exec
uted
immed
iatelyan
dwith
outfund
ing.
Future
storyb
oard
Twofuture
storyb
oards(dep
ictin
gthescen
ariosin
use)
show
edatrac
king
featurean
damob
ileorde
ringproc
essus
ingatablet.Th
ese
artefactsco
mmun
icateserviceco
ncep
tsin
relatio
nto
theirus
eco
ntext.
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the shift towards customer-centricity as challenging. Participants alsoreported that creating project artefacts (e.g. personas), rather thanwriting bullet point lists for PowerPoint presentations, gave the cus-tomer research a human voice and face, and communicated cus-tomers’ frustrations and needs in an accessible and engaging way.Personas were considered particularly instructive in communicatinginformation about customers’ behaviours as well as qualitative andbehavioural information from their perspectives.
When reviewing the videos created from customer interviews(another key artefact in the study), participants noted that they feltmore directly engaged with the artefacts and that unlike documents,which have to be read, it was impossible to scan videos. Videosevoked much more direct exposure to customer pain points.Notably, the use of first-person verbatim quotations facilitated cus-tomer empathy, while the visual artefacts motivated sharing betweenformal and informal social networks. Thus, evidence was found onthe effectiveness of design artefacts and their value in understandingcustomers and creating empathy. Additionally, participants notedthat such engaging visual formats would be useful in aiding culturalchange within the organization.
Other authors have considered how design artefacts can evokefeelings of empathy (e.g. Mattelm€aki 2008; Van Rijn et al. 2011).However, in the case study it was discovered that organizational out-comes required the collective participation of many people and thatempathy was not only valuable within the design team, but alsoaffected people involved in other projects. Due to their aestheticdimensions, design artefacts link with subjective emotions, empathy,intuition and judgement (Fulton Suri 2008; Rafaeli and Vilnai-Yavetz2004a). Participants in the study noted how the novel visual formatsof the artefacts motivated them to share information with their col-leagues. Their rich visual design addressed a number of issuesrelated to less engaging formats and encouraged feelings of cus-tomer empathy across broad organizational audiences.
Proposition 2: Design Artefacts Facilitate and ActivateCollaboration
Participants reported that collaborations among cross-functionalbusiness groups were critical to innovation processes. Indeed, par-ticipation in the project activities was mostly voluntary; however, thedesign artefacts further activated the involvement of non-designersin the company. Many participants noted that encouraging othercolleagues to contribute and their overall engagement with andadvocacy for the innovation initiatives were both critical andchallenging.
Artefacts, such as videos and presentations, were shared withmanagers from other areas to communicate issues related to poorcustomer experiences and to gain their support. Once completed,some artefacts stimulated the interest of several other stakeholders
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in the project and its outcomes, and this ultimately led to the devel-opment of more ideas and associated change processes.
Using the artefacts to activate collaboration and participation inthe innovation context of the project was critical. Motivated byhuman agency (Maidique 1980; Rogers 1995), team membersbecame agents who enacted change by interacting and networkingwithin and across the organization. Thus, it appears that by creatingempathy, artefacts encourage and activate collaboration.
Evidently, the artefacts mediated the dialogue between designersand other members of the organization by codifying and communi-cating knowledge. Visual artefacts (e.g. customer journey maps) pro-vided the bases for discussions about customer-centric changesbeyond the project context. For example, one process improvementspecialist stated that she would use artefacts within workshops as a‘springboard’ for conversations about improvements related to otherassociated processes.
Proposition 3: Design Artefacts Provide ReflectiveSense-making Frameworks
We observed that members of the project team used artefacts asreflective sense-making tools to understand, frame problems andcommunicate. Sense-making refers to the process by which individu-als or groups make sense of information. The artefacts (e.g. theopportunity maps or journey maps) created for this project assistednon-design staff members to understand and appreciate new mod-els of thinking about customers and the difficulties that customersface using the current products and services.
For example, the lead designer created opportunity maps andpersonas to help demonstrate customers’ work practices and toconceptualize how the organization could add value to these practi-ces for them, in turn. These artefacts were initially used to under-stand the context and needs of customers; however, they evolvedthroughout various consultations until they ultimately served as aframework for reflection and a synthesis of key customer tasks,needs and improvement opportunities. Thus, the artefacts becamestructures through which the design team could reflect and refinetheir understandings of the project. Similarly, the journey mapswere used to combine different data into one visual artefact overtime. This enabled the team to synthesize, consider, talk about andgain insights into the data, while the non-design staff memberscould better understand current user experiences andrelated systems.
Proposition 4: Design Artefacts Play Persuasive RolesIn the present case study, artefacts assumed an implicit persua-
sive role. From executives to the frontline staff delivering the productsor services, and those involved with implementation to customers,every stakeholder needs to be engaged, informed or convinced insome way at some point. Herein, team members employed artefacts
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as persuasive tools. For example, some did so to encourage seniorexecutives to fund the project, while others used artefacts to supporttheir recommendations.
Additionally, team members found that the artefacts were veryeffective in communicating key issues and complex financial infor-mation. For example, the infographic clearly showed the financialbenefits related to funding the proposed platform, while the vid-eos provided evidence as to why the ordering service needed tobe improved. Wagner (2000) suggests use of a ‘persuasive arte-fact’; however, her observation is based on collaborative architec-tural work within a single community of practice. Conversely, inthis study it was observed that artefacts enable social mediationsbetween communities of practice across long-term innovationinitiatives.
This study also revealed how artefacts play political roles. Oneparticipant emphasized the importance of gaining support from the‘right’ stakeholders to progress a project and noted that the videoshad been very helpful in increasing the interests of stakeholders.
Proposition 5: Design Artefacts Effectively CommunicateCustomer-centric and Design Knowledge
The project participants used artefacts to effectively communicatea customer-centric perspective. For example, individuals showed vid-eos of customer interviews to executives, national sales staff and callcentre representatives to demonstrate customers’ perspectives inthe design phase. Both videos and personas were used to educatenew staff about central customer characteristics and needs. Further,even after the project had finished, members of the organization con-tinued to use the same artefacts to describe key customer attributes.Indeed, management theory supports the role of artefacts in organ-izational learning, which often rests upon social processes that aremediated by artefacts (Boreham and Morgan 2004; Weick andRoberts 1993).
The artefacts were also used tactically (to explain the ‘how’) andstrategically (to help individuals envision ‘what could be’). Forexample, a conceptual video prototype, which had been created toexplain the design concept to staff members with no or limited tech-nical knowledge, was later used to share a customer-centric visionto the organization. Thus, artefacts can function to motivate action,enable strategy (Eppler and Platts 2009; Spee and Jarzabkowski2009) and to bridge current and future states. Artefacts are alsooften used to share a future vision and to activate participation, col-laboration, advocacy and internal alignment because of their engag-ing visual forms. In the case study, the artefacts linked specificactions or outcomes to a broader strategic narrative.
When artefacts are shared voluntarily and discussed widely, theycan become mechanisms to express culture and enact change(Carlile 2006; Fiol and O’Conner 2006). For example, in this study
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participants recalled how they learned about the project ‘roadshow’ through formal and informal networks. This illustrates thesocial character of knowledge sharing and the value of social net-works in distributing knowledge within organizations (Dasgupta andGupta 2009; Hutchins 1995; Lave and Wenger 1991; Tsoukas1996). Artefacts can become symbols of a new customer-centricculture (Boreham and Morgan 2004) merely by being discussed.Thus, design artefacts appear to strengthen informal work relation-ships, organizational learning and cultural transformations towardscustomer-centricity.
Discussion and ConclusionWe argue that design artefacts have five significant and distinctsociopolitical and sociocultural roles. Specifically, it is contentedthat design artefacts: (1) act as customer empathy enablers; (2)function as collaboration facilitators and activators; (3) providereflective sense-making frameworks; (4) are persuasive tools; and(5) are design- and customer-centric knowledge communicators.
Customer empathy (1) encourages customer-centric judgements,behaviours and the advocacy required to implement innovativechanges, such as changes to processes and organizational struc-tures (Manning, Bodine, and Bernoff 2012). Empathy enables peopleto suspend judgement and comprehend paradigmatic differences,and further fosters more enlightened relationships and goodwill withinorganizations (Natale and Sora 2010). As a connectedness-organiz-ing mechanism, empathy can assist staff members to recognize theinterconnectedness and interrelationships between collective actions(Pavlovich and Krahnke 2012). Empathy also facilitates shared mean-ings that can create, sustain or change organizational cultures (Cookand Yanow 1993).
We also found that design artefacts can motivate customer-cen-tric collective actions by facilitating far-reaching empathy for custom-ers and enabling customer-centric judgements and behaviours.Design artefacts can shift thinking from matters of sheer usabilitytowards a deeper understanding of human dignity, thus, positivelyaffecting the thoughts and actions of individuals (Buchanan 2015) insupport of customer-centric collective outcomes.
As collaboration facilitators and activators (2), design artefactsalso transform understandings and actions by enabling people toidentify contradictions and uncertainties related to organizationalprocesses (Engestr€om 2001). Artefacts are not merely static know-ledge repositories (Carlile 2002); rather, they are dynamic and activetools. Individuals use artefacts of knowing (Ewenstein and Whyte2007) to exemplify, translate and contribute to their understandings.When mediated by artefacts, knowledge and activity as well as com-municative actions (Orlikowski 2002) transform and facilitate innov-ation (Dasgupta and Gupta 2009; du Plessis 2007; MacPherson,
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Jones, and Oakes 2006; Miettinen and Virkkunen 2005). Proposition2 describes the mediatory and enabling role of artefacts.
The value of visual practices in sense-making and synthesis (3) iswell established (Kolko 2010; Krippendorff 1989). Our results confirmprevious findings and that such practices enhance sense-making proc-esses by making the abstract more concrete, improving communica-tion and building knowledge, and enabling complex and non-tangibleconcepts to be understood (Michela and Floricel 2012; Oster 2009).The visual artefacts in this study aided sense-making, shifted mentalmodels and supported organizational change processes (Senge et al.2005). Further, sharing within and between organizational networks ledto collective sense-making (Orlikowski 2002). The design artefacts pro-vided cognitive frameworks to various actors, supported problem-fram-ing processes (Beckman and Barry 2007; Dorst 2011) and enabled theorganization to both identify and solve customer problems, and toinnovate. Thus, as suggested by Proposition 3, artefacts are valuable‘things-to-think-with’ (Brandt 2007).
As persuasive tools (4), brokering artefacts to stakeholders at dif-ferent times represents a political activity (Carlile 2002; Kimble,Grenier, and Goglio-Primard 2010). It has been suggested that polit-ics only play out during the final phases of a project (Carlile 2004);however, we found that politics and the management of social rela-tions were significant throughout the process. Thus, artefacts playimportant, persuasive and additional roles in the innovation, designand implementation phases of projects. Artefacts also affect projectadvocacy, project continuation, consensus building, knowledge shar-ing and organizational change processes. Evidently, persuasive arte-facts improve both product and service provision, supportingmanagerial processes, creating efficiency and facilitating financialeffects, in turn.
Finally, customer-centric knowledge, expressed through engagingand accessible design artefacts, provided the organization in thispaper with new and effective boundary objects, which allowed peo-ple to engage with, talk through and discuss customer-centricity.Thus, artefacts play enabling roles, act as change agents and sup-port innovation and transformation (5).
Overall, this study sought to explore the value of design artefactsin creating customer-centric organizations. It contributes to designeducation literature, discourse about innovation management, cus-tomer-centric organizational change, design practice and designeconomics. In turn, the potential value and roles of design artefactsoutside the bounds of singular design projects or isolated designprocesses have been demonstrated.
Limitations and Future ResearchIn this paper, the five distinct roles of artefacts were considered. Byvirtue of their rich, visual, novel and engaging formats, artefacts arelikely to be shared more easily in informal organizational
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arrangements (e.g. among cross-functional teams). Artefacts providean accessible and applicable way to communicate tacit needs andother customer-centric insights, and further inspire customer-centricbehaviours and stimulate cultural shifts in organizations. Thus, ourfindings generally showed the value of design artefacts in customer-centric organizational change. We also demonstrate how some spe-cific design artefacts supported the organization to deliver a moremarket-oriented offering, and enabled customer-centric awarenessamong diverse stakeholders, thus, facilitating efficiency and profitabil-ity. However, further empirical research is required to validate thepropositions developed in this paper and to determine the conditionsunder which design artefacts spur customer-centric organiza-tional change.
A limitation for this study was that the case organization had anestablished design practice and executive support for both cus-tomer-centric organizational change and design-driven innovation. Itwas only feasible to perform a single case study, preventing cross-comparison between cases. It would be instructive to undertakeassociated studies in other organizations to find more generalizableinsights about the role of artefacts in relation to customer-centricorganizational change within similar projects and contexts.
Our research raises a number of questions about the factors andcapabilities needed to transition to customer-centricity using designartefacts. Factors such as knowledge management capabilities,organizational culture and absorptive capacity (Cohen and Levinthal1990) could affect the ability of design artefacts to affect organiza-tional transformations. Additionally, artefacts need to be recognizedand promoted by leadership (Aftab 2013; Aftab, Young, andMacLarty 2013). Hence, executive support for the use of design arte-facts shows their widespread application and effects (Bailey 2012).
Organizations also need to develop the necessary capabilities touse design artefacts as mediatory and enabling tools. Notably, train-ing and participation in design processes can facilitate familiarity withcustomer-centric design artefacts (Junginger 2005). For example,this case study informed the creation of a pedagogical frameworkthat was designed to support the development of design artefacts(Wechsler 2017). It too revealed how the development of well-con-sidered design artefacts can provide professionals with an opportun-ity to adopt more strategic roles (Kimbell 2010).
Disclosure StatementNo potential conflict of interest was reported by the authors.
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BiographiesJacqueline (Jax) Wechsler is Director of Sticky Design Studio, a bou-tique human-centred design agency based in Sydney, Australia.Primarily consulting within the NGO and public sectors, she is inter-ested in the change enabling role of design artefacts within complexsocial change contexts. She holds a Masters in Design (UTS).
Jochen Schweitzer is Associate Professor and Director ofEntrepreneurship at the University of Technology Sydney. His work
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focuses on issues of strategy, entrepreneurship and innovation witha special interest in design thinking and emerging technologies.Jochen was Visiting Scholar at Hasso Plattner Institute School ofDesign Thinking at Stanford University and Potsdam University.
Address for CorrespondenceJacqueline Wechsler Sticky Design Studio, Sydney, Australia http://stickydesignstudio.com.au Tel: þ61 (0)403895497Email: jax@stickydesignstudio.com.au
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