Design leader in interaction & behavior design, product leader,
writer, raconteur, formerly @IDEO, dad, penguin rescuer
@honkbopsax / theotherericspaulding@gmail.com
Design leader in interaction & behavior design, product leader,
writer, raconteur, formerly @IDEO, dad, penguin rescuer
@honkbopsax / theotherericspaulding@gmail.com
For over a decade, I have led design teams and organizations that ship memorable products and that drive powerful customer behavior change. From hospitality to mobility, from newborns to terminal cancer patients, my teams have facilitated difficult conversations, explored emergent opportunity spaces, designed elegant products, and celebrated the change we enabled in the world. Me and my teams have:
responsible for Indi, the first financial product for the US independent worker market
designing and scaling the Money Coaching (now Money & Life) program at Capital One, and it’s digital coaching equivalent
designed & piloted an innovation platform to supercharge the creative confidence of all 285k AT&T employees and accelerate new product development
designed and piloted robo-advising services for 24-45 year old segments leveraging behavior design to increase investment ability
led future casting for a global hospitality brand to design services for the hotel of the future
brought entertainment properties to life through multi platform storytelling and worldbuilding
built a global empathy engine for a Fortune 500 electronics firm to debut at the Winter Olympics
evidenced the 'soul' of an autonomous vehicle for debut at the Paris Autoshow
helped empower parents and children to understand and engage in crucial pediatric clinical trials with a 17% increase post design
I have led teams numbering from 3 to over 30. I have helped shape innovation labs, lead innovation design teams, and built sustainable businesses through my product design work.
There are three primary lenses that I use and teach to build products that last — (1) an immersive research approach that allows us to learn and do in hours, not months, (2) a focus on mapping desired human behaviors and their intersection with digital/physical experiences to ensure we are supporting the right needs through behavior design, and (3) the heart of a storyteller to evidence the work and build a world that inspires and engages customers and stakeholders alike.
Designing for behavior change to build healthy habits and happy lives
Designing for behavior change to build healthy habits and happy lives
Digital product design IS behavior design. The most successful products from a customer adoption standpoint are the ones that satisfy simple, desired behaviors. They needn’t contain he most features. They deliver on a promise to create and support long term behaviors that help people become the person they desire to be. It can be taking photos or taking medication — people gravitate towards the products that solve their migraine-level pains.
I have worked with companies across nearly every vertical and of every size to help them incorporate behavior design into their product work, with obvious and fast results. Please contact me if you are interested in discussing hosting a behavior design workshop for your team or organization.
Using rapid, scrappy, crazy, build-to-learn lean methods to uncover emergent needs
Using rapid, scrappy, crazy, build-to-learn lean methods to uncover emergent needs
I've got a healthy respect for the craft of design research. When done well, a two-month research sprint can yield years worth of work. One thing I learned at IDEO though was to adapt processes and methods, to consider them as springboards but that the ultimate goal was having a genuine conversation. I push myself and my teams to go beyond the methods and to think of research as a moment of performance, one that is only as dynamic as its cast.
For instance, at Capital One, my team was exploring accountability as it related to saving to reduce debt. Sure, we reached out to DJs, independent workers, and people with variable income for whom accountability was often hardest, but we also reached out (via a recruiter) to a drug dealer, an entrepreneurial used car salesman, a kid who sold booze to other underage friends, a priest...you get the point. Research is design and design is research.
And while a two-month research project can yield years worth of insights to drive work, you can learn as much in 3-hours as you can in 3-months when you get creative with the methods, and introduce creative constraints and framing.
Telling stories through artifacts and spaces that leverage multiple platforms for immersion
Telling stories through artifacts and spaces that leverage multiple platforms for immersion
I've always loved a good story, well told. As a child, I wanted to be a Hollywood filmmaker, creating memorable cinematic moments that people returned to again and again and again the way my family did to films like Jaws, Christmas Story, and Indiana Jones & the Raiders of the Lost Ark. What I loved most about them was the story, and the way film pulled you INTO the story. I pursued a path as a fiction writer but by my early 20's, became frustrated with the lack of ability for a reader to experience the world beyond the neurons that fired in their brain as they read the words. As I built a career in the world of interaction design, I began thinking of myself as a worldbuilder and less of a writer. If a story involved music, how could I craft real music to evidence the world? If there was a signature object in a story, could I build it and put it out in the world somewhere for an audience to find and experience it? Today I work with brands and entertainment franchises to build worlds around their properties, extending the audience’s engagement into the story in more tactile ways.