Larry Irons

Larry Irons

Customer Clues LLC
Larry Irons, PhD, is the Principal of Customer Clues. Customer Clues provides consulting services to design manageable product and service experiences across your marketing, learning, and organizational performance initiatives.
  • 0 comments 400 reads
    Posted on 2011-11-17

    I recently received an invitation from Mads Soegaard, Editor-in-Chief at Interaction-Design.org to offer those who read this blog an early view of a new chapter on Social Computing in their encyclopedia. I’m a little late on this writing for you to get a pre-publication view of the chapter but I wanted to make sure and point it out for those who take topics like social computing seriously. Thomas Erickson wrote the chapter. To be candid, I didn’t really know much about Thomas until I read it. He seems like a very interesting person. Thomas’ chapter takes seriously the point of an early comment I made in a post here in 2008 on...

  • 0 comments 264 reads
    Posted on 2011-11-08

    One of my earlier posts discussed the learnability of a service as a key challenge for experience design. Today I ran across this early video from Don Norman on learnability and product design. I thought I would share it.

     

  • 0 comments 577 reads
    Posted on 2011-09-28
    Compliments of Dave Gray’s photostream

    There is nothing like an exception to the way things are done to highlight the need to increase knowledge sharing, especially if the exception is one instance of a pattern that results in bad experiences for customers. As Jay Cross recently noted, people learning at work rely on social, or informal learning, around 80% of the time. Interestingly, I noted in a former post, Social Learning and Exception Handling...

  • 0 comments 685 reads
    Posted on 2011-06-27

    Courtesy of wetwebwork photostream

    In Social Flow in Gameful Design I made the point that social flow contrasts to Csikszentmihalyi’s original concept of individual, or solitary flow, in which a person’s engagement in actions is optimal when they lose a sense of time and awareness of self in an intrisincally rewarding feeling of accomplishment. Social flow implies a qualitatively different order of the flow experience, a ...

  • 0 comments 1,261 reads
    Posted on 2011-05-21

    Courtesy of Haxney's Photostream

    To start I want to acknowledge that the term “gamification” is not the subject of this post even though it is the buzz term these days. So before going further let me explain why I think the term is misleading. When used as a noun, gamification implies a standardized design process and I don’t think one exists for implementing game design that enables relationships in social business. I prefer to follow Jane McGonical’s use of the term gameful to reinforce the point...

  • 0 comments 663 reads
    Posted on 2011-04-25
    Courtesy of eschipul photostream on flickr.
  • 0 comments 1,605 reads
    Posted on 2011-04-01

    Back in 2006 Hugh Macleod offered the following point on Gapingvoid: “If people like buying your product, it’s because its story helps fill in the narrative gaps in their own lives.” At the time I thought it conveyed nicely the point made by Gerald Zaltman in How Customers Think that “companies should define customer segments on the basis of similarities in their reasoning or thinking processes” (p. 152) rather than constructs related to...

  • 0 comments 872 reads
    Posted on 2010-10-04

    I’ve discussed ethnography, especially digital ethnography, several times here taking note that, whether we use ethnography in marketing or design research remains irrelevant to the methods employed. What matters is whether we develop the research questions around the assumption that sociocultural practices provide the data source for answers. Ethnographers research settings, situations, and actions, with the goal of discovering surprising relationships. The most surprising relationships though are often hiding in plain sight, right under our noses.

  • 0 comments 1,243 reads
    Posted on 2010-08-14

    What do you think the typical manager might say if you told them their employees don’t gossip and engage one another enough in social interaction at work? 

    Most managers know about the water cooler effect. However, not enough understand the meaning of the concept and how it relates to performance and collaboration.  People thinking about how to support collaboration and performance need to keep in mind the simple fact that employees don’t only gather around the water cooler or coffee pot to get a drink. They often use getting a drink of water, or a cup of coffee, as a pretext for taking a break, and information sharing happens incidentally as they interact in that informal process, sometimes playfully, with their peers and, in exceptional organizations, their managers. 

    A couple of studies released this summer dealing with performance and collaboration in teams...

  • 0 comments 813 reads
    Posted on 2010-07-12

    From "A Journey Round My Skull's" photostream on Flickr

     Digital ethnography is an increasingly feasible research technique as smartphones decrease in cost and more people carry them around. The photographic capability of smartphones is an important resource in making digital research ubiquitous, giving people the ability to capture images and record observations as they go about their everyday lives, and characterize those observations for ethnographers. 

    Of course, taking photographs and sharing them online as part of a diary or journal...