The Public Good Institute

Public Good Brief · 05 · Service Design & Implementation

Designing for people who cannot walk away

Most service design assumes a user who can leave. Human services often serve people who cannot — and the design discipline changes completely.

7 min read · Free to read · The Public Good Institute

Most of what organizations know about service design was learned from markets, and it shows. The vocabulary assumes a user with choices: satisfaction to win, loyalty to keep, competitors to lose them to. Design in that world is a courtship, and the user's power to walk away is the discipline that keeps it honest.

Human services frequently serve people with no such power. The service is court-ordered, or the only provider in the region, or the last resort after every alternative has been exhausted. The person cannot take their business elsewhere, because it is not business and there is no elsewhere. Once the user cannot leave, every assumption borrowed from consumer design quietly fails — and a different discipline has to replace it.

Start with feedback. Complaint volume is the market's proxy for dissatisfaction, and in a captive service it is nearly worthless. Complaining to the organization that controls your file, your benefits or your custody arrangement is expensive, and the people most dependent on a service are the least able to afford it. Silence from people who cannot leave is not satisfaction; it is often its opposite. Organizations serving captive users have to go and get the truth — through people and channels that carry no power over the person — rather than waiting for it to arrive as complaints.

Then friction. In a market, a needless form or a repeated intake loses customers, so it gets fixed. In a captive service, the same friction loses nothing the organization can see. Its cost lands entirely on the person — a day's wages, a bus fare, a small humiliation retold — and accumulates invisibly. Friction in these services must be hunted deliberately, because no market signal will ever surface it.

Silence from people who cannot leave is not satisfaction. It is often its opposite.

Power asymmetry is not a regrettable backdrop to this work; it is a design material. Every touchpoint either widens or narrows the distance between the person and the institution — the tone of a letter, whether a human answers, whether the person's account of their own situation is asked for or assumed. Services for people who cannot exit should be designed the way good institutions design for any power imbalance: with the strong party bearing the burden of proof, explanation and effort.

Dignity, in this frame, is a functional requirement rather than a tone. A refusal is a service interaction too — people will be turned down, waitlisted, found ineligible — and the manner of refusal is one of the few things wholly within the organization's control. Design the no: plain reasons, a named next step, a route to be heard. An organization is remembered by the people it refused at least as vividly as by the people it served.

Finally, borrow the person's view of the whole. Users of human services experience journeys that cross agencies, and they are usually the only participant who sees every seam — the intake repeated four times, the referral that went nowhere, the two systems that each assumed the other was acting. Design that stops at the organization's own boundary optimizes the rooms and leaves the corridors broken. The seams are where people are lost, and only the person's vantage point reveals them.

The market's question — how do we keep this customer — has an honest counterpart for services people cannot leave: what do we owe a person who has no choice but to be here? Organizations that ask it seriously tend to build services that would survive the arrival of choice. That is not a bad test of any service at all.