Hello ! My name is Jenn Wong. I’m a design researcher and UX designer, let tell you a bit about how I ended up on your monitor.
A bit about myself... Hello! I’m an explorer originally from the San Francisco Bay, California. I started my studies in Architecture at USC in Los Angeles. But after several years of exploring architecture, advertising, film, news, and interactive technology, I decided continue learning about designing in a different context focusing on human centered design , research and technology. This is only the beginning to my endless journey, and I’m looking forward to continuing my journey as a design research in user experience & service design (depends what you want to call it). At the end of the day, despite the title, I want to be involved in working with end users to understand their needs and wants to develop the correct service and/or experience. On top of all that I do for work and study, I have also found a new passion and excitement for life through sports, food and traveling. The social interactions among these activities is incredibly diverse and personal, making them unique ways to better understand the people I am around. I love what I do, to connect with users from all different types of lifestyles and learn a bit about their experiences and culture.
One
Understanding the Context
ABN AMRO Youth Banking During this research project, we focused on a specific tool called Context Mapping. This method helps researchers and designers to identify the specific context of use and the key moments and insights that will help connect the product/ service to the end consumers need. Through the process, participants are encouraged to explore their context through the process of making and illustrations.
Session with Teens (12-15) on spendings and savings
Work book packets were given to each participant in order to help them become familiarized with the topics that would come up in the session. They also help to provide deeper insights on their daily lives and context of use.
Industry: Banking
https://www.abnamro.nl/nl/ prive/kinderen/index.html Role: Research material strategy and design, analysis and visual communication design
Teen making a time line of their life events
Teens were encouraged to join a whatsapp conversation indicating things that they liked. They often sent images to the whatsapp group to share their daily lifestyle.
Strict parent strategy
HE
T
Dreamer Average Indifferent towards money Go with the flow Lives day to day
Free Controlling the parents No responsibility Manupulating parent I get everything anyway
L
Frederique
COVERERS
THE
FRE
EW
HEE
Zella
Marl een
LIN
Amel
POILE
Rosa
THE FREE SELF DIS
Financially growing up
THE S
Young Parents in control Not free Parents teach
GD
REA
R
ne
T-ALL S
Shiri
Youngsters control their parents
Example of one of the life timelines that was created by the participants in the session.
Financially grown-up
Responsible Discover by himself ‘Trial and error’
D GE
tle Gen
Re do ua
n
ME
Who’s in control
Financially young
D
DE
I GU
RS
NE
R EA
Persona Grid Identifying the 4 different personas developed through the research
Representation of the personas through the use of a wallet to help the company connect with the teens’ lifestyles.
Our presentation to the client was done in an interactive workshop in which the client had to work with the personas and additional materials given to them. Together with our team, they learned to generate ideas through a brainstorm session using key insights from our research.
Two
working with users and participants
Experience
E
Reflect
R
My Guardian
R
C
Ambient Assisted Living This project focuses on the design and use of prototyping and testing materials in order to help users create and share stories among participants about a difficult topic. Formal and informal caregivers of dementia patients work together to help us build an understanding on their problems, concerns and needs for the My Guardian phone application.
E
C
Critique
In order to gain insights on the informal and formal caregivers’ experiences, we need to elicit insights through Experience through recreation with a set of paper materials.
By sharing these experiences, group members can Critique and Reflect on the experiences. The illustration above shows two possible scenarios participants use to talk about their experiences.
Caregiver Session
Environment Elements (House, Park, Grocery Store, Call Center, Care Center):):
Actors (Patient, Formal Caregiver, Informal Caregiver):
Industry: Healthcare
http://myguardian-project.eu/
Role: Research material strategy and design, analysis and visual communication design
Session Materials
Other elements (Alarms, other items):
Online Program Paper Prototype (Home, Alarm):
Scenario results after the Session
(Prospective) Teacher SOCIAL EXPERIENCE
Service Science FACTORY and Maastricht Univerity
How can I motivate and engage my students to learn?
Communication Overview Content |
Blogs, Infographics, Quotes, Videos
VERY IMPORTANT
AVAILABLE TIME LOW
HIGH
LIFE-LONG LEARNER -
I find it difficult to get students to be interested in the subject. To them it’s just another step towards their degree. They aren’t engaged in the learning experience.
MOOC communication strategy
+
PROFESSIONAL DEVELOPMENT NOT IMPORTANT
VERY IMPORTANT
MOTIVATION TO FINISH WEAK
STRONG
GOOGLE search on key terms that she recalls SEO
Channels
Content will also be used on website
In this porject, we focused on researching and developing a communication strategy for Maastricht University’s first PBL MOOC course. This required determining the user group through interviews which would result in personas and customer journey maps. After determining the different personas, different communication methods were developed and matched with personas to develop a full strategy.
NOT IMPORTANT
Scans the internet for various methods of teaching via blogs, YouTube, Wikipedia, social media, etc. Social Media Anything I find, I will share with my colleages, since they often talk about the same problem.
Personas Persona 2: Experienced Teacher Persona 3: Curriculum Coordinator
The blog can provide insightful information to the user so that she finds on the UM PBL MOOC site a good source of teaching information.
Teaser Videos
The teaser videos make the option of taking a MOOC (specifically the PBL one) more interesting, so she continues to search for more.
I’ve tried some new solutions I found online, but they don’t really work for my students.
She looks for more disucssion forums to join and also searches for more in depth reading material.
SIGN UP UM/MOOC website
Through Social Media, such as Twitter, LinkedIn and Facebook, the user can find useful information to share with her colleagues.
Blog When talking to colleagues, she finds out that they don’t have any solutions to offer, but are interested in what she has shared with them.
Persona 1: (Prospective) Teacher
SEO will help bring the PBL MOOC site, social media pages, etc. to the user when they use search engines like GOOGLE.
NovoEd website
Finds the teaser videos appealing so she decides to look futher about MOOCs and the PBL MOOC. Website
The website will show her all the necessary information about the MOOC and feature the MOOC’s benefits and some case studies.
I really love learning so I think a MOOC is really well suited to help me gain good teaching skills.
Industry: Education
http://www.ssf-maastricht.nl/ http://www.maastrichtuniversity.nl/ Role: User research, analysis, strategy development and graphic design
Landing Page
The customer journey (right) shows a basic journy the user takes (blue is actions, orange is quotes) and points of action (yellow) in the different communication channels menioned in the communication overview (above).
Her interest fuels her to find out more about the PBL MOOC and it’s innovative appraoch to using PBL online to teach her PBL. Maybe this is something she can apply in her classroom as well. Info. Video
The Sign Up!
The landing page gives the user the NEED TO KNOW information about the MOOC in order to help her make a decision about taking a MOOC.
The videos will provide convincing information to supplement her interest in the PBL MOOC. This will help tip her towards sign up.
Three
Turning the research into design results
SIGMA Bike Computer Cycling for Fitness and Fun During our usability study of the Sigma Bike Computer, we researched the current trends, developments, and needs of beginning cyclists. With this information, we were able to make a well grounded design that would help inspire beginning cyclists to continue training.
Cyclists Needs Session
Industry: Cycling + Fitness
Infographic illustrating the needs and expectations of cyclists for training.
http://www.sigmasport.com/ Role: Management and planning, research material strategy and design, analysis, and user testing
Usability Test - before the rider goes out for training
Oragne:Output power < target output Yellow: Output power = target output and consistent Green: Output power > target output, still safe
Categorization of ideas based on requirements of the new product. Initial detailing of final concept. The bike computer now gives the cyclists easier to understand metrics through color and distance. Cyclists can easily gage their performance while cycling and still have the analytics to review after training.
Final design - display and motivational interaction
Scenario of a good training cycle.
Concept user testing : both interaction and product embodiment.
Final design - analytical information on bike computer, only shows up when selected by cyclist.
Four
Putting it all together: Design Research
ADAM Engaging and Empowering Citizens to be Active in Environmental Quality This is a brief overview of my graduation project for an environmental protection agency of the Rotterdam Region in the Netherlands. Thought the project I have researched on the interest and needs of citizens in terms of learning more about environment and air quality. After months of research, the result suggested an interactive kids game in which kids would be able to learn, explore and act environmental concerns. Industry: Environment and Air Quality & Learning through Social Gaming Role: Project Owner
Adam A real world game for kids to learn about environment and air quality. Adam is a real life game with online challenges and game play that empowers children to learn, act, and inform about air quality and environment.
Research structure
Six main points of importance identified from user study Research on the topics, industry developments, stakeholders, etc.
Define.
Design goal and interaction vision formulated to create ideas and concepts.
Design.
Loop
Develop.
After selecting a concept, define and refine the concept and deatils.
Iteration.
Iteration cycle allows your to develop the concept with user feedback.
Validate.
Validation allows the design to be evaluated against the set criteria and look for future recommendataions and actions.
Family User Group Personal exposure while biking
A lack of green space
Inability to improve without damage to economy
Communication
insights
Contribution Emissions & Green Space
Lack of understanding on health effects
Increasing interest through finding a personal realtion to the topic
Finding and indentifying problems that trigger interest and personal link to the citizens
The Future
Knowing your community becomes more important when children are present, making it a higher priority. Children help bring other young families with children together.
The rewards and feedback will encourage and motivate the parents and children.
Parents will get rewarded by knowing the impact they have on the envrionment, their childâ&#x20AC;&#x2122;s future and information on further steps to take in creating a better future.
Connecting with others in the same area who share topic interests
Citizens with children have a great investment in the health of the city in the future. Additionally, children can learn early on the importance of environment and air quality with the hope that they will be more active in bettering the environment later in life.
Rewards & Feedback
Children will get fun rewards in games and activities whild learning.
GPS
Recommuncations & Actions
Nearby parks and play areas become more important so that children have the possibility to be outdoors.
Community Importance
Political
Citizens
Green Spaces
Odors and smog in the wind from industry
Communication structure of the system
Uninterested and uninformed
Creating awareness among citizens to learn and know about the problems
Impact Children have a great learning impact on adults. Children can help spread infromation and interest to parents.
Lack of government initiative
DCMR & Information
Route to citizen activism
Chosen user group after research
Creating and finding solutions together for problems in the area / raising awareness
Effects on Health Children are the most susceptible to health issues caused by emission problems. Emissions can reduce the lung capacity for children permanently.
Working together as a community towards developing solutions and implementation Becoming an active citizen
The children are given an ‘Astrocom’ to link their online game world to their physical world.
9:50 AM
Planet terraprime
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Blanka level: 5 planeten: 1 kolonien: 2
ADAM Kinderen Milieu Exploratie Spel Informatie over Milieu & Lucht Kwaliteit
Children
Game System
Planet terraprime
While going to school, children will collect points and missions for their online game.
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Blanka level: 5 planeten: 1 kolonien: 2
Planet terraprime
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Blanka level: 5 planeten: 1 kolonien: 2
Parents
Children
Children
+ Missions
+ Points
School
A storyboard of the designed game system is shown to the left. The design is meant to be primarily used by children to help raise awareness and take action concerning topics of environment and air quality.
+ Missions Planet terraprime
The points allow children to explore, develop and build their own planetary system.
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Blanka level: 5 planeten: 1 kolonien: 2
Missions are either carried out in the digital or physical game worlds.
Children
+ Missions Most social Missions encourage the children, parents and peers to do activities in the physical realm.
Children also work with Parents and Peers on Missions to learn and act on environment and air quality
Peers
+ Points + Missions
Children
Parents
Children
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Blanka level: 5 planeten: 1 kolonien: 2
Children
During the missions, children will perform tasks that help them learn and take action on environmental issues.
Children
While playing, the children are encouraged to engage parents and involve them in the game. The game will aim to facilitate the information exchane between children and parents.
Planet terraprime
This game focuses on the transportation method for children and their parents. By changing the way they go to work and school, changing modes of transportation and routes to and from, kids can gain points to use on their online game.
Planet terraprime
9:50 AM
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Blanka level: 5 planeten: 1 kolonien: 2
9:50 AM
ADAM Kinderen Milieu Exploratie Spel Informatie over Milieu & Lucht Kwaliteit
ADAM Kinderen Milieu Exploratie Spel
Parents
As parents go to work, the also help the child gain Points and Missions.
Informatie over Milieu & Lucht Kwaliteit
The application on the parents phone acts similar to the ‘Astrocom’
+ Points + Missions
Parents
Work
Kids and parents collect tasks for kids to play online and offline either alone, with peers or with their parents.Through the involvement of their parents in the physical activities, the children are able to share the knowledge they have learned from the game.
In their online world, kids can pick a character to build up the planet system of ADAM. By exploring the world, kids can use their points to develop the planet and learn to face the environmental and air quality problems that are recreated and presented in the safe online world to help save and grow their colonies.
The tasks (aka missions) that the kids have collected will be played either online or in person in order to gain more points or unlock secret objects hidden around their world. Through these tasks, kids learn about the causes and effects of different air and environmental pollutants, as well as reasons to resolve them.
Planet terraprime
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Missies
Missie: Er is niet genoeg eten in jouw stad. De lokale boerderijen zijn niet in staat genoeg eten te produceren. Om je burgers te voeden, moeten er vijf boerderijen gebouwd worden. Dit kan door een klein zaadje te planten met een familielid of buurman/buurvrouw.
Planet terraprime
Doel: 50
TRAIN
als digitaal. De fysieke missies moet je in het echt doen, zoals lopen of fietsen
Blanka
naar school. Tijdens de
planeten: 1
je helpen met behulp van je
verbeterd en je je burgers kan voeden. Maak een foto van de uiteindelijke plat en upload deze foto voor 50 punten!
level: 5
fysieke missies zal je cadet
Laat een paar planten groeien, zodat de kwaliteit van de lucht
BUS
De missies zijn zowel fysiek
Zie anderen -->>
kolonien: 2
Astrocom.
+
De digitale missies moet je in het spel doen.
Uploaden -->>
50
Planet terraprime
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Blanka level: 5 planeten: 1 kolonien: 2
Volgende! --->
Opening sequence and explaination
Gameâ&#x20AC;&#x2122;s world map design
About the Tasks Tasks are both digital and physical. Children can be asked to play an online game or go out and perform a physical activity such as help out in a garden as an activity. The tasks each have different difficultly levels to allow children to pick the level of challenge they want to persue. Target Children can pick up knowledge while performing these tasks and re-enforce good behavior. Character design for the game
A post-it picture of my studio space just for good measure. Can never have enough post-its pictures.
Thank you for your time!