What makes “cool” cool? How can teams design for cool? What mysterious forces need to align in order to create the most innovative products possible? To find out, we immersed ourselves in the experiences of everyday people as they used their coolest products. And we discovered there’s really nothing mystical about it. You can design for cool.

What is going on when people use cool things? How does the cool experience change across the lifecycle as we age? What impacts the experience of cool? How does it relate to value? We wanted to understand—and identify actionable design concepts companies could use to create cool products.

How you can use our data

Explore our models and learn how they can guide your design thinking.

Affinity Diagram

See the field research related to cool. Sample our affinity diagram.

People Personas

How does my approach to technology impact what I think is cool? Sample our people personas.

Device Personas

Discover what it’s like to be a cool device. Sample our device personas.

Activity Board

Activity Boards

Primary intents like family connections and good health influence the perception of what’s cool. Sample our activity boards.

We went into the field and spent time with people as they used their cool products using our industry-leading process, Contextual Design. We talked with 65 people between the ages of 15-60 across multiple locations in the US. We asked them to introduce us to their “cool stuff”: iPhones, BlackBerries, iPads, Facebook, community sites, DVRs, TV’s, digital cameras—whatever they thought was cool. We watched them use their cool things, talked about how they choose these products, their initial experiences with the products, and the impact of the products on their lives. We also talked about things that once were cool but were cool no more.

“We couldn’t believe they paid us to research cool.”

We brought all that data back and interpreted it, consolidated it, and looked for patterns. To help us understand it all, we built affinity diagrams, looking at patterns across the lives of our participants. We identified personas showing how people orient to technology—and how their reactions change across age. We created device personas representing the experience of certain cool devices. And we developed activity boards representing how cool things were used in peoples’ lives for key activities like listening to music, getting news, managing time, maintaining good health and staying connected to friends and family.

This process led us to the discovery of joy as the heart of the cool experience. And we discovered what leads to joy, embodied in the Wheel of Joy and the Triangle of Design.

Then, to check our thinking, we conducted a survey with over 800 people in multiple cities to see if some of our Cool Concepts were more important than others—and how they changed with age.

Today we continue to refine our concepts and to extend them to understand how the Cool Concepts work in business settings – and how to make the design implications real to product makers and designers alike.

Building the Cool Project affinity

Start your journey into cool with our services

Let us help you apply the Wheel of Joy and the Triangle of Design to your products and your population—and get your product teams to change their thinking to take advantage of the Cool Concepts.