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Blog from July, 2020

Let the Brainstorming Begin!

My first thoughts of brainstorming conjure an image of folks sitting around a restaurant table with pen in hand scribbling ideas on a cocktail napkin. The point being ideas are best conceived in a relaxed environment where all parties and suggestions are weighted equally. As more organizations establish space to spark creativity and problem solve, I was eager to attend Brainstorming Better hosted by the Human-Centered Design (HCD) Community of Practice to learn how this method could be conveyed to a business environment without stifling spontaneity.  

The guest speaker was Natalie W. Nixon, a creativity strategist and president of Figure 8 Thinking. Natalie’s background is impressive, leading companies such as Comcast, Bloomberg, Vanguard, and Living Cities in applying creativity and foresight for transformative business results.  With a background in anthropology and fashion, she brings an interesting perspective toward helping a team or organization to see, interpret, and innovate differently. 


My registration confirmation email asked that all participants bring three blank sheets of paper and a Sharpie, pen, or pencil for use in a virtual brainstorming exercise. Being an introvert, the mention of interacting with the group was a trigger for me to proceed with caution. But my concerns were unfounded, as Natalie put me at ease from the start. She is a dynamic speaker, and her enthusiasm of the topic and incorporation of exercises worked to reinforce what she presented, and it was fun! To paraphrase Natalie, “play is actually very important; when we are having fun, lesson’s stick.”  

Not only was the hour-long event fun, it was also informative. Brainstorming is a form of play that provides a method of discovery. As with all play, there are rules that provide a framework to get you started. It starts with a problem to define or a need to find, but then what? How do you proceed? Natalie offered several rules to brainstorming—the first to use time as a constraint for creativity, and then provided hands-on exercises to demonstrate how to quietstorm, questionstorm, and use the SCAMPER method.  

Our first exercise focused on quietstorming. With a 90-second time limit, we were asked to list 20 uses of a paperclip—any size, any number. Natalie emphasized the value of quantity over quality, by suggesting we think as our 8-year-old self, not as our current adult self as we create our list. We weren’t to judge the feasibility of the use, but simply to suggest it. My list included a slingshot, a shovel, a hair barrette, a bookmark, a game piece, a spoon. It was interesting to hear the similarities as well as differences of ideas. The lists provided a variety of uses from which to choose, which is the main point—quantity over quality with no judgment. Quietstorming has three components: thinking quietly to yourself, pairing off with the person next to you if in a workshop or group scenario, and then sharing with the larger group, or in simpler terms: think, pair, share.  

Our second exercise focused on questionstorming. Over the years, I have heard there is no such thing as a stupid question, but I liked Natalie’s take on the phrase based on what she learned from Warren Berger, “asking questions is a way of thinking.” It puts a more positive spin on the desire to learn or be more curious. Through his research to understand why innovative companies were successful, Berger developed three questions as a method toward defining a problem or finding a need. These questions ask why, what if, and how. To show us the process, Natalie walked us through these questions using a pen. Starting with why—why is the pen plastic; why does the pen have a cap; why is the pen round. Moving on to what if—what if it was made of wood; what if it was a different shape; what if it had multiple colors. And finally, converging these questions into how— how might we make it multiple colors; how might we change the shape; how might we make it out of wood.  

To make the exercise CMS-centric, we were given 30 seconds for each question as it relates to customer experience at CMS. I thought this was a more difficult task but was able to write several questions for each. It was interesting when several participants shared their questions, to learn how similar they were.  

The final exercise was the addition of another constraint defined by the acronym SCAMPER, which represents seven different actions to generate new ideas through the ebb and flow of divergence and convergence. The seven actions are Substitute, Combine, Adapt, Modify, Put to other use, Eliminate, and Reverse. Using one of our “how” questions from the previous exercise, we were first given an action word (mine was eliminate), and then we were divided into smaller groups. Within the group, we presented our “how” question and then indicated how we would apply the action word. I went from “How can we interact more directly with customers?” to “Create interactive chat on the web to eliminate the delay in response.”  

This hour provided great insight on techniques for better brainstorming, whether with a group or individually. I learned that it is not the physical space that sparks creativity and problem solving, but the rules that provide a framework allowing you to play and discover new ideas. If you were unable to attend the event, a recording is available on the HCD CoP Confluence page. 

Article by Susan Pagan . Originally published in PM3 Connect on July 7, 2020.

Accessibility means that people with a broad range of abilities, including visual, motor, auditory, speech, or cognitive disabilities, can use websites and other digital services. 

Accessibility is essential to a successful website. The Centers for Disease Control and Prevention estimates that one in four U.S. adults – 61 million Americans – have a disability. And if that number were not compelling enough, accessibility is the law. For more information, see Section 508.gov.

So how does a team create accessible digital experiences?

On Friday, July 31 at 1 PM, the HCD Community of Practice will welcome iQIES team members Htet Htet Aung, UX Designer, and Sandra Clark, Front-end Developer, to explore: 

  • Fundamentals of accessibility and UX
  • Whom are we trying to help, and why does it matter?
  • Incorporating accessibility into the design process

CMS Program Analyst/COR/Section 508 Clearance Officer Brinda Large will join for a panel discussion and question and answer segment with the HCD Community of Practice. 

Brinda is ISG’s 508 Compliance subject matter expert and is involved with accessibility from solicitation to testing to document remediation. Htet Htet specializes in medical applications and accessibility. Her interest in accessibility advocacy began as a researcher for mobile-based text input for people with cerebral palsy and Parkinson’s at Carnegie Mellon University. Sandra has had an abiding interest in accessibility for over 15 years. She has spoken at several programming conferences about the how and why of accessibility. 

 Register today to join the discussion and to collaborate with a community of professionals. Attend via Zoom. 

Service design is the process of understanding and refining an organization’s people, processes, systems, and policies to improve both the employee experience and, directly and indirectly, the customer’s experience. The Human-Centered Design (HCD) Center of Excellence (CoE) has articulated a simple 3 step approach to service design including:

Personas -> Journey Maps -> Service Blueprints


In Part 1 we defined customer Personas and in Part 2, stressed that a Journey Map reflects a specific Persona’s experience with an organization. To close out this series on service design, we will discuss what we do with this gained empathy for the customer experience.

Service Blueprinting: Visualizing the Employee Experience

Think back to the pre-COVID days when you could get a reservation at a nice restaurant. Chances are, many “cooks” contributed to your dining experience. From the line cook and sous chef to the executive chef and baker, all of these functions contributed to your culinary experience, for better or for worse.

Yet if we took the role of food critic, our review would reflect our experience in the dining area, not what may or may not have happened in the kitchen. While a journey map reflects the customer view of the “dining room” experience (i.e., what the customer sees), a service blueprint is an artifact that visually describes the “kitchen” -  how the people, processes, and physical (or digital) resources ultimately supports a specific journey.

Photo by Fabrizio Magoni on Unsplash

Think of service blueprints as the flip side of the same coin, yet representing the employee experience. So what is this artifact and what do we do with it? A service blueprint provides details about how employees support a specific customer journey. So, what types of information should a good service blueprint include?

Nielsen Norman Group

A service blueprint recipe of basic ingredients should include:

  1. Evidence – This represents the physical and digital touchpoints, or focal points for interaction. Following the restaurant scenario, evidence could be a billboard or menu or emailed coupon.
  2. Customer Actions – A slimmed down representation of the steps, choices, activities, and other actions a customer takes with an organization to reach a particular goal.
  3. Frontstage Actions (what the customer sees) – A customer does not just act – they interact with you, so this layer should reflect what the customer sees during touchpoints along the journey. Who do they communicate with? What tools do they use to transact with the organization? What is the trigger? What happens next? How is the transaction completed?
  4. Backstage Actions (unseen steps and activities that support Frontstage) – This is the most important information in this artifact, reflecting the actions taken by employees unseen by the customer (e.g., cook in the kitchen) or a frontstage employee who does something unseen by the customer (e.g., waiter entering order into a touchscreen system)
  5. Support Processes – This reflects the steps that must take place internally in order to fulfill the customer journey. This typically reflects actions from employees who do not regularly interact with customers.

Service blueprints must be created by pulling frontstage and backstage inputs from real employee accounts and validated through internal research. This research and validation will likely need to traverse functional groups across an organization. Some key benefits of this work and the resulting artifact(s) include:

  • Uncover systemic organizational weaknesses and inefficiencies
  • Identify opportunities for optimization
  • Assign areas of ownership for the experience
  • Flatten silos by sharing responsibility for the customer experience
  • Helps organizations make decisions that matter

Learn more

This series’ focus on Personas, Journey Maps, and Service Blueprints is meant to reiterate one of the tenants of human-centered design: customer empathy leads to insights that can guide employees to better fulfill their organizational mission. HCQIS is committed to helping our team members learn more about HCD to help us better support customers. Here are two ways you can learn more today:



A head shot of Rob Fay

ROB FAY
Rob currently leads the CCSQ Human-Centered Design Center of Excellence (HCD CoE). The HCD CoE is an organization that impacts the way the CCSQ delivers policy, products and services to its customers. Through the provision of education, support and resources, he promotes the continued implementation and usage of HCD best practices and seeks to fulfill the charge of OMB Circular A-11 Section 280 (i.e., “Managing Customer Experience and Service Delivery”). For over 20 years Rob has focused on making products and services delightful and easy to use by leading research and design initiatives at government agencies like CMS, NIH, and USPTO and commercial organizations including Blackboard and Allegis Group. Rob holds a Master of Information Management and a Master of Science in Marriage & Family Therapy from the University of Maryland, College Park.