Translating Research into Design Practice
Client
Tesco Bank UK
Industry
Financial Services & Banking
Role
Service Designer (Internship)
Duration
1 month
Services
Service Design, Research Translation, Workshop Facilitation
The Challenge
A national bank had invested in comprehensive customer research, working with psychologists and user researchers to understand how people manage their finances. The output was rich, detailed data about customer behaviours, attitudes, and pain points.
But like many research projects, this insight risked sitting in reports that designers and developers would rarely reference. The challenge was to transform this research into practical tools that could actively influence design decisions.
I was asked to create "design play tools" that would bring the customer's voice directly into the design team's workflow, making the research tangible and actionable rather than theoretical.
Exploring Concepts
I developed several concept directions, ranging from low-tech to experimental:
- Pass-the-Box - A 3D cube for passing around discussions, with customer details on each face
- Step-in-My-Shoes - A floor poster creating space for role-play and empathy exercises
- Money Moments - Cards detailing real-life customer situations for ideation sessions
- Customer Snapshots - A wall of photographs with quotes and characteristics
- Frame-of-Reference - A rotating display of archetype data for constant visibility
Some concepts were deliberately provocative, like "smart shoes" with pressure sensors that would trigger customer stories. The goal was to explore how different formats might trigger empathy and keep customers top-of-mind.
The Practical Solution
After presenting concepts to the client, I learned their design team was actually a digital product development team working in an agile environment. I reviewed their development backlog and saw they structured work as user stories.
This insight led to the most practical tool: Story Enriching Cards.
The format was a structured game played during sprint planning, before estimation, when user stories were still being refined. Designers, business analysts, product managers, and developers would sit together and enhance stories by considering real customer contexts.
How it worked
Each player drew two cards from shuffled decks to form a complete story:
"As a customer who [Behaviour], I want to know what I'm spending my money on and where. At the moment I am [Activity]."
Behaviour cards introduced real customer traits, while Activity cards added contextual awareness based on actual "money moments".
The randomness meant teams could keep drawing cards until they found a relevant combination. This sparked discussions about how features would be experienced by different customer types in different contexts, potentially leading to story refinements or new sub-stories.
What This Demonstrated
Research translation.
I transformed dense
psychological research into formats design teams could actually
use in their daily work.
Understanding workflow.
By learning the
team worked in agile sprints with user stories, I could design a
tool that fit their existing process rather than requiring new
ceremonies.
Range of approaches.
I explored everything
from physical objects to conceptual experiences, balancing
creativity with practicality.
Grounding in real data.
Every card and
concept stemmed from actual customer research, not assumptions or
invented personas.
The Story Enriching Cards were pitched as the most straightforward way to bring customer insights directly onto the design table. Whilst I cannot confirm long-term adoption, the concept demonstrated how research outputs can be redesigned as practical tools that connect insights to decision-making moments.