Chapter 10. Improv in Research

The best-laid plans of mice and men, often go awry.

Adapted From Robert Burns, “To a Mouse”

Humans are fickle. And no amount of planning, preparation, or experience can mitigate every possible variable. While we’ve encouraged testing technology, recruiting backups, and other methods to support an efficient research process, things ultimately don’t go as planned. Improvisational techniques are an invaluable way to approach the unknown with a positive outlook. This chapter introduces improv techniques and shares their application to research and product design as a whole.

What Is Improv?

Improv is storytelling. In traditional terms, it is simply telling a story you haven’t written down. This doesn’t have to be a complex story. In fact, recounting how your day went or describing your plans for tomorrow are perfect examples of improvising stories. In the professional setting, storytelling and research are very much aligned. We craft questions for stakeholders and participants but have no idea what responses we may get. Improv gives researchers the ability to think on our feet and pivot at a moment’s notice based on the reactions and feedback we receive.

Improv for the Masses

While improv is not specific to comedy, we often associate one with the other. Second City, Saturday Night Live, and Monty Python’s Flying Circus are all examples of popular improv troupes. You may have attended an open-mic night at a local comedy venue where improv games were showcased (see Figure 10-1). Toastmasters, an organization for improving public speaking, also employs improv techniques as a way for people to gain comfort and skill while giving public addresses. Improv is often enjoyable to watch and to participate in. You may be asking how improv techniques apply to our work as product designers.

Traditional improv troupe on stage
Figure 10-1. Traditional improv troupe on stage

Rules of Improv

Before we talk about improv as part of product design and product research, it is important to understand the fundamentals of improvisational theater. There are as many rules of improv as there are improv troupes. The 10 rules outlined next were selected because they have direct application to design and research. Each rule is accompanied by an improv game or technique you can use to practice that idea.

Everything Is True

One of the universal truths of improv is that everything is true. In improv we call this acceptance. If a player states they are tired, excited, or acting as a giraffe, then it is true. This aligns to design brainstorming sessions where there is no such thing as a bad idea and all feedback is welcome.

In research, it is important to remember that everything a participant says is, to them, true. It is important not to correct what a participant says or to try to change their behavior. Correcting a participant breaks the teacher–student model and can put a participant on the defensive. Instead of correcting a participant, make a note that a data point should be validated later with stakeholders or other participants.

“Yes, And...”

As discussed in Chapter 2, laddering is a technique where we ask participants “why?” to gain a richer understanding of their world. “Yes, And...” is an improv game and research mindset that practices this technique (Figure 10-2). To play, gather a group of two to five players. After choosing a scene or location, start a conversation with your counterparts. Each response should start with “Yes, and...” where the scale of the story is always increased. For instance, if the first phrase is “Do you want to go to the beach?” the response could be “Yes, and let’s take the invisible jet!”

Design workshop playing “Yes, And...”
Figure 10-2. Design workshop playing “Yes, And...”

Stop Trying to Be Funny

A common misconception about improv is that you have to be funny. Improv is about storytelling, communicating, and connecting with an audience. Just as creativity doesn’t happen on a whim, funny is a muscle that must be exercised and practiced.

In research, it is important to remember that participants are human and that rich data points or sound bytes can’t be forced. Improv skills help you facilitate an engaging conversation with participants, allowing interesting data points to naturally develop.

Five-Word Warm-Up

A common method of warming up before an improv show is to stand in a circle with your teammates and shout out short (five words or fewer), random statements. These don’t need to make sense, or even be complete thoughts. They may be as concise as “The T-Rex is loose” or as unstructured as “bippity-biminy-bop!” The point is not to be funny, but to get used to saying the first thing that comes to mind. Likewise, when preparing to kick off research, it is not uncommon for teams to play rapid-fire Q&A to get in the mindset of reacting to their surroundings. While these questions and answers should be framed around the project, they don’t need to be complex or thorough. Asking “Why is the user here?” followed by “What are Terms and Conditions?” can jump-start your brain in reacting to and thinking about possible behaviors.

Failure Is OK

As with any creative process, we fail in improv more than we succeed. The question is not if we will fail, but how we respond when we do. As discussed, not all research initiatives or sessions are successes, and it is in our best interest to support one another when we struggle. Failure in improv is straightforward—no laughs or not telling a clear story. In research, failure may be technical issues with a prototype, a dud participant, or simply having an “off” day.

Only Questions

One of the most difficult improv games for us is called Only Questions (Figure 10-3). In it, two players act out a scene, talking to each other using only questions. This is a great opportunity for researchers to find questions out of existing information and to seek a richer understanding of their subject. If you struggle with this game as much as we do, it is also a humbling experience that makes failure in the professional realm more approachable.

Design workshop with two lines of participants playing Only Questions
Figure 10-3. Design workshop with two lines of participants playing Only Questions

Listen to the Scene

A common challenge new improv artists face is trying to think of their next line. There is a desire to be clever, witty, and funny. But, as mentioned, the goal of improv is not to be funny, and it is OK to fail. One way to avoid these pitfalls is to actively listen to the scene.

In research, this is often described as active listening. What is your participant saying and what are they leaving unsaid? By focusing on what you are hearing and using the discussion guide flexibly to hit milestones, you can make necessary adjustments to have a more engaging conversation and uncover richer feedback. This doesn’t mean you should throw the script away entirely, but each conversation is unique and requires minor adjustments in real time to account for the human element.

Dinner Party

Dinner Party (Figure 10-4) is an improv game where a single player acts as “host” for three to five other improv “guests.” The guests each portray a specific character or trait. This could be a historical person such as Abe Lincoln, a celebrity like Kim Kardashian, or a stereotype like a mime. The key is that while the audience and guests know their roles, the host does not. As the skit is played out, the host must guess their guests’ identity based solely on their behavior. This game requires a large degree of active listening and awareness and can directly inform behavior in a research session.

Design workshop with participants playing Dinner Party including “guests” acting as Pokémon Go players and a Gatsby elite
Figure 10-4. Design workshop with participants playing Dinner Party including “guests” acting as Pokémon Go players and a Gatsby elite

Support Your Players

Improv, like research, is not a lone task. In improv it is common for players to support one another as a story evolves to allow everyone stage time and to avoid burnout. In research, support may be as subtle as the balance between the moderator and note taker roles, or as direct as changing responsibilities between sessions to avoid mental fatigue. In both improv and research, the focus should be on making your teammates’ skills shine, and relieving strain if a session or activity becomes stressful for them.

Evil Twin

Played with four people, Evil Twin (Figure 10-5) starts with two actors performing a scene. At any point, one of the other two players can yell “Freeze!” At this point they will tap out a player and the scene will continue. The catch is that the new actor will perform as the original’s “evil twin.” After a few moments a player can call “Freeze!” again, at which point the original twin returns to the scene and has to rationalize, fix, or adjust based on the damage done by their evil twin.

Design workshop playing Evil Twin, set at the beach; in this case, the evil twin destroyed imaginary sand castles
Figure 10-5. Design workshop playing Evil Twin, set at the beach; in this case, the evil twin destroyed imaginary sand castles

Location, Location, Location

In theater and performances it is important to set the scene, the location, and the time period. In research, it is important to know who our users are, where they are using our product, and in what channels they may be accessing our service. While this seems obvious, not answering these questions can lead to a lot of the challenges that discussion guides, recruitment screeners, and test plans aim to mitigate. Fortunately, Chapter 6 through Chapter 9 offer resources on creating these artifacts. Improv offers other ways to explore these questions.

Bodystorming

Bodystorming (Figure 10-6) is an improv game where a prop (a bicycle helmet, a large foam die, or anything in between) is used to explore a new product or solution. For this game, a team of three to five actors are assigned roles specific to a problem or scene. They then make up ways the prop can solve the problem. The goal isn’t to come up with practical solutions but to see how analog objects can inform the creative process through nonlinear thinking.

Design workshop bodystorming new electronic health record behaviors with a plush fish toy
Figure 10-6. Design workshop bodystorming new electronic health record behaviors with a plush fish toy

Raise the Stakes

This rule is very similar to the “everything is true” rule covered earlier. It is important in improv to always raise the stakes. For instance, if a skit is taking place on a boat, why not make it the Titanic? If the scene is a road trip with a group of friends, why not run out of gas in the desert?

In research, it is important to think of how a problem may be larger than it appears. If you are designing an application for contacting roadside assistance to change a flat tire, are you crafting the story around an easy case, like the car being in the driveway? If so, can you raise the stakes and set the location to the freeway? The latter involves a level of drama and risk that can help expose unknown or hidden design opportunities.

I’d Rather Not

Where “Yes, And...” is a game of agreeing and pivoting, I’d Rather Not focuses on denial and offering countersolutions. Take this game at face value; it is one of the few times denial is encouraged in improv. The rules are simple: two players have a conversation and each response starts with, “I’d rather not, why don’t we...?” The idea is to take a small idea and come back with a larger one.

Yield to the Strongest Offer

On the coattails of raising the stakes, yielding to the strongest offer means agreeing and supporting our fellow improv actors in creating the strongest scene. Our goal is to create successful products and inform compelling stories. The easiest way to do that is to take the best ideas from everyone involved. Whether in improv or product design, being willing to see a strong idea for what it is leads to success.

In research as well as design feedback, this rule may mean responding to a stakeholder’s feedback or a participant’s idea and evolving it into something more refined for testing and further validation.

Slide Show

While slide projectors are a relic of the past, sharing vacation photos is timeless and universal. Slide Show (Figure 10-7) is a game where one player acts as the storyteller and the other actors (three to five) act as their family and friends in the photos. Usually the troupe begins by asking for story ideas from the audience. Then the narrator describes the selected story, and the other actors act out the scene in a series of stills. The “image” changes when the narrator makes a clicking noise. The players in the slides support the storyteller in the clues he gives, and the storyteller likewise reacts to the positions of his fellow actors.

Design workshop playing Slide Show, acting out a member’s first date
Figure 10-7. Design workshop playing Slide Show, acting out a member’s first date

You Are Not the Star

It is common to think of performers as the “star of the show.” In acting, and especially in improv, it is important to check ego at the door. You are not the star of a performance.

In product research, you are also not the star. The star is the story, product, and audience. Your performance is secondary to how you craft a compelling narrative and invite the audience to join you on your journey. Chapter 14 goes into more detail in crafting a story arc for presentations.

In research, the product you are designing is important, but understanding your customers’ needs and your stakeholders’ concerns is critical. A good researcher understands these needs and looks forward to having their hypothesis and ideas proven wrong in support of more creative, bigger ideas that address a product’s needs beyond what they could have considered individually.

Sit-Stand-Lean

Sit-Stand-Lean is played in groups of three. You pick a scene or activity—for instance, folding laundry. Throughout the scene, one player must always be sitting, one standing, and one leaning. Try to change positions during the skit, while watching your fellow players. Since you are not the star, you want to build up what others are saying and doing so that your position supports the scene and story.

Remember Everything

A common way to end an improv sketch is through reincorporation; that is, something mentioned at the start of a skit may be mentioned again at the closing as a way to come full circle and end the scene. While this doesn’t translate the same way to research, remembering a stakeholder’s request or a participant’s feedback hours, days, or weeks later can show active listening, supporting your fellow players, and creating a solution that sets the product as the star.

Count to 100

In Count to 100, often performed as a warm-up exercise, a group of individuals stands in a circle and attempts to count from 1 to 100 (Figure 10-8). Though this sounds simple, there are four main rules that make it more challenging:

  • All players must look down at the floor, not at each other.

  • A single player may not simply count all the numbers.

  • You cannot go in a clear order (clockwise or counterclockwise).

  • If two people speak at the same time, you start over back at 1.

This game brings together all the challenges of active listening, supporting players, and being willing to fail. Often teams find a groove and individual players start to “own” different numbers, supporting memory and building team trust in the process.

Design workshop warming up by counting to 100
Figure 10-8. Design workshop warming up by counting to 100

Practical Uses of Improv

We have only scratched the surface of the fundamentals of improv. And as with any skill or muscle, it takes practice and time to understand all the nuances. Next we will explore the application of improv across product design and research.

Improv in Design

While this is a book on research methods, we want to address the application of improv in other areas of product design. There is no right or wrong way to use improv, and having a broader definition of its application is always helpful.

Sales

Sales meetings are essentially one large improv performance, and the research is to understand the client needs. We often craft our capability decks and sales pitches based on a request for proposal (RFP) or understanding of a client’s business. The questions that are asked during these meetings are unique from pitch to pitch. As a result, we have to adjust our canned responses based on the specific needs of our prospective clients.

Presentations

Whether you’re delivering a sales pitch, presenting research findings, or sharing design directions, all presentations require improvisational skills. While we may write out our talking points, questions and distractions can come at any time. When you’re presenting research findings, what happens if a stakeholder feels the findings are counter to their hypothesis? How do you respond? Similarly, if a design direction differs from a client’s expectations, how can you shift the tone from accusatory or upset to one that exposes deeper goals, needs, and opportunities?

Idea generation

Idea generation is the closest to traditional improv during the design phase. The support we offer our teammates in a whiteboarding session requires an awareness of one another’s strengths and abilities often rivaled only by a professional improv troupe. More engaging ideation activities, such as playtesting or bodystorming, are research through creative trial and error, and they rely on a number of improv skills and techniques, such as affirming, supporting our players, and reincorporation.

Workshops

Design workshops are another avenue where you can apply improv techniques. While very similar to idea generation sessions, design workshops often include stakeholders and participants outside of the core product team. This involvement with outside voices mirrors our work as researchers. Workshops may be categorized into two main groups: convergent and divergent.

Convergent workshops aim to seek consensus on a design idea. This may be the introduction of three design opportunities with the goal of integrating the best pieces from each into a single design. While you may have preferences or a hypothesis on what the direction will be, the ultimate result is unknown until it’s defined.

Divergent workshops, on the other hand, seek to explore as many different avenues as possible. Participatory design sessions, paper prototyping (Figure 10-9), and card sorting are all variations on divergent design activities.

A paper prototype of a mobile interface
Figure 10-9. A paper prototype of a mobile interface

Improv in Research

While improv in design is invaluable, ultimately our focus is research techniques and skills. Improv applies to research just as much as design activities. This book has outlined how different challenges may arise and how preparations and planning can help avoid them. Next are some recommendations on handling these situations when they arise despite our best efforts.

Buggy technology

We’ve discussed the importance of testing a prototype, having backups, and understanding the ability of different systems. When these variables inevitably happen to us, we have a choice to pack up for the day or to accept the “failure is OK” rule and press forward. Improv techniques can give us the mindset to change from a validation session to a design session, or a requirements meeting to a discussion of business needs and market segmentation.

Dud participants

Chapter 7 looked at the challenges of recruiting participants and noted that some sessions may appear less valuable than others. As we mentioned there, all participants have some value to add. If you are meeting with someone who seems out of the typical user type, see this as an opportunity to test your hypothesis with an edge case, or to explore a new hypothesis and uncover new design opportunities.

Discussion guide challenges

Discussion guides are intended as a tool to inform the conversation, not to be used as scripture. But what happens when an impromptu research session happens and no discussion guide is available? Or how do you respond when a well-crafted discussion guide turns out to be useless because a stakeholder has their own agenda during a meeting?

Embracing the flexibility of improv is key in both these situations. For impromptu research sessions, don’t be afraid to lean on your teammates and share the burden of moderating. When a business stakeholder derails your well-crafted agenda, embrace it as an opportunity to set them as the star, and to listen to what they and their fellow players are saying, to better inform your research initiatives moving forward.

Exercise: Simplifying Through Improv

So far we have introduced the fundamentals of improv and a number of games for getting you into the improv mindset. The following exercise explores improv as it relates specifically to research.

  1. Write down three questions.

    Write down three questions you have about a project you are currently working on.

  2. Talk to the mirror.

    While standing in front of the mirror, ask yourself each question you came up with. Next, try to ask each question again just slightly differently, emphasizing different aspects of the question or using different phrasing. Repeat this as necessary until the question comes across naturally and doesn’t contain flowery language, business-speak, or white noise.

Parting Thoughts

Performing and acting is often seen as something only for professional performers or skilled amateurs—you have to be a movie star, a comedian, or a Broadway performer to be able to communicate in front of an audience. In truth, though, we all do it every day at work with colleagues, at home with family, and during our commute with cab drivers or fellow subway riders.

Improvisation—thinking on your feet—is one piece of research, and one of the softer skills. While this chapter has introduced a number of games and techniques for thinking about improv in research, nothing is better than doing the real thing. Many cities host informal improv troupes and classes where you can get firsthand exposure to many of the techniques discussed here. In the meantime, our next chapter will focus on another soft skill of research: facilitation.

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