Service blueprints
Frontstage, backstage, and supporting processes on one canvas. The canonical artefact, and the one most likely to surface the gap nobody owns.
What we do · One of three lenses
The whole experience, end to end. Most "product" failures aren't really product failures. The onboarding email arrives late, support has no view of what the user just signed up for, and renewals quietly leak. Service design is everything around the product that decides whether the rest of the relationship holds.
Service design is everything around that moment. The frontstage your users see, the backstage that makes it work, and the supporting processes (operations, finance, support, training) that keep the whole thing running.
The most common service design failure: a beautiful product nobody can sign up for because the onboarding email lives on a different team's roadmap. Or a product that handles 60 percent of the journey beautifully and breaks at the support handoff. For enterprise products that's a 60 percent product, no matter how good the screens look.
These artefacts force teams that usually work in different rooms to look at the same service at the same time. That's how the gaps get found.
Frontstage, backstage, and supporting processes on one canvas. The canonical artefact, and the one most likely to surface the gap nobody owns.
The user side, end to end. Steps, channels, expectations, emotional arc, and the moments where the relationship is won or lost.
Every point of contact across every channel. Who owns it, what it promises, and where it leaks.
How problems escalate and resolve. The shape of the service when things don't go well, which is when service quality really gets measured.
Which channel is doing what work, and where they collide. Useful when web, app, call centre, and partners all think they own the same step.
Who needs to be in place for the new service to actually run. Roles, skills, tooling, and training, drawn so the org-chart shadow of a service redesign is visible up front.
The three lenses we use, UX, business process, and service design, each look at a different layer of the same product. Service design is the layer that includes everything around the product, the channels, the support, the touchpoints between them.
The product people actually use. Screens, flows, and the small details that make software feel clear or frustrating.
Sibling lensHow the work moves behind the product. The roles, steps, and handoffs the screens have to support.
You're hereThe whole experience, end to end.
Service design without UX is a strategy doc nobody can use. UX without a service view risks shipping a great screen into a journey that breaks two steps later. We use whichever lens the risk asks for, and most engagements end up needing all three.
Our five-phase process is shared across all three lenses. Service design is heaviest in Plan and Gather, where we set the boundary of the engagement, and it returns in Test, where field issues outside the screens come back to bite.
We frame the boundary: which channels, which roles, which support paths are in scope. The wider the lens, the bigger the conversation about ownership.
We talk to users on the frontstage, staff on the backstage, and the operations teams whose work the service depends on. Then we put it on one canvas.
Different ways the same outcome could be delivered, traded off against cost, complexity, and how much of the org would have to change.
The chosen service blueprint sets the constraints the product has to honour. It tells UX what the product owns and what it hands off.
We test the full service, not just the product. That means following users across channels and watching the handoffs that usually live in nobody's test plan.
A failure in Test usually points to a backstage process or a missing channel, not a screen. We loop back to Gather and adjust the blueprint.
Tell us where the experience is breaking. We'll help you see the whole picture and decide what to design first.
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