Filed Under ‘Concept’

June 15, 2011

cultivate

Teaching Process

I knew a lot about teachers from my research. The more I learned about my niche audience of progressive educators the more I started thinking about them as designers. If a teacher aims to be effective, she begins by designing a lesson. She prototypes the lesson by teaching it in a classroom. She receives immediate feedback from students and can measure her success through homework and test scores. She can use this knowledge to better design the next lesson.

Design Process

This process looked familiar to me. It looks exactly like what designers do when they solve problems. Except designers do something else: intentional reflection. They are constantly stopping during their process to ask whether or not an idea is working. In design we call this reflection a critique. I started comparing the two processes, looking for similarities and opportunities for change.

What if teachers could start to think in the same way and develop a reflective practice around teaching?

Service Blueprint (PDF)

I applied this thinking to my knowledge of a teacher’s day. I mapped out the variety of moments in her prototypical schedule and looked for places where opportunities for reflection could be created.

I identified a core statement for the service:
Cultivate is a community for educators that creates opportunities to engage in critical self-reflection and work together to improve teaching practices.

I had been thinking about my project as a service throughout my whole process. At that point that framework helped me determine how the product would behave over time. My initial map turned into a useful service blueprint, a strategic document that illustrated why a website and an app would be the best solutions for the goal of the service.

With my basic strategy determined I started thinking about the details of what the service would do. I knew the core of the service would be the ability for a teacher to reflect on her professional practice. It’s a valuable step, espcially for progressive educators who are working in the wild west of education. Inspired by my own use of 750 Words, I started thinking about the ways that text interpretation could be used to provide dynamic feedback to users who entered private self reflections.

I also knew that many of these teachers are isolated in their practice of new methods, and I saw an opportunity to create a community around practitioners. Many of the problems they face are unique to these new, creative methods and are not solved by simply thinking alone about it. I wanted to include a social layer on top of the private self reflection piece to accommodate teachers helping one another.

Over time, the reflections and stories on cultivate will be a searchable library of new teaching methods and the problems and solutions associated with them.

I needed to think through the functionality of both pieces of the service. I started sketching proposed workflows for a teacher using the website and app, helping me determine a lot of the features that would need to be present.

With a blueprint and workflows in place I was able to create a sitemap of pages that I would need to create the ecosystem of the service. Since teachers are often working at their desks, I knew the website would need full functionality.

It was an easy task to narrow down those pages into a relevant subset for the iPhone app. The core of the app would fulfill a teacher’s need for quick, on-the-spot reflection and feedback during breaks between classes. It made sense to put the personal reflection at the front of the iPhone app.

I began sketching wireframes to represent all the elements on each page. The process of sketching wireframes according to my workflows helped me articulate the flow between pages and better understand the rhythm of the design.

After my first pass, I tested the wireframes for the iPhone app. I quickly discovered a series of issues in the flow and was able to make revisions to the architecture and navigation.

Finally I designed a logo and visual identity for the service, finishing my thesis work by creating an informational website and prototype for the iPhone app.

Visit the Cultivate prototype website
Read the full documentation

Video from the final presentation

The final presentation was held May 5, 2011 at the SVA Theatre in New York City.

Workflow Sketches (PDF)

Workflows (PDF)

Full Sitemap

App Sitemap

Wireframes (PDF)


February 14, 2011

Passport

Passport

Research

We began our research with a hunt statement:

We wanted to discover ways to re-imagine the experience of long layovers (4+ hours) at JFK International Airport to make them more predictable and enjoyable for travelers while considering the financial impact on airlines.

We interviewed about ten different travelers about their layover experiences, asking about their interactions with airline staff, technology usage and complications due to extended layovers.Passport User Quote
Passport Research Findings

Our results yielded a set of key principles that would inform our designs moving forward.

  • Passengers have low expectations – As a result of so many bad experiences, they expect the worst when traveling. Nothing surprises them.
  • Passengers felt powerless – They were frustrated, helpless, uninformed, and resigned to the situation.
  • Front line staff are not able to help – They either lack the right information or the power to do something about it.

We also knew from our secondary research that almost 40% of passenger journeys include a layover, with about 30-40% of flights experiencing a delay or cancelation. We saw a clear connection between these numbers and the potential for the type of delayed or missed flight stories we heard in our users’ reports.

We wrote a few guidelines for service innovation in the airport space:

  • Any service improvement must be very sensitive to costs.
  • PA NY/NJ and managing airlines, such as American and Delta at JFK, have the most investment, and have the most to gain. They are the right organizations to target.
  • Ideally, a service solution would reduce the number of unplanned layovers by giving more information to passengers at the critical moments during their journeys.

Service envy.
We believed there was a significant opportunity to create service envy in the airline industry. Little changes can go a long way in an industry where passengers’ expectations are so low. There’s plenty of space for airlines to better anticipate the needs of their travelers. By improving the flow and access to information, airlines can help to streamline the travel process for their customers.

Design & Deliverables

Our early design concepts focused on the traveler’s need for comfort and timely information. Below are a few of our concept sketches including a MMG game for airline passengers, a proposed system for incentives for travelers to report positive behavior instead of negative feedback, and our chosen concept for redesigning the flight transfer journey.

MMG AirportSystem of RewardsJourney Sketch



Service Blueprint Overview

Service Blueprint Overview (Full PDF)

We imagined a holistic travel experience where a customer receives timely information for the duration of his trip. This begins with a more informative booking experience that flags any risky planned layovers. The traveler will also receive notifications and updates throughout his journey that help him to stay abreast of important information.

The core of the Passport experience is the kiosks we proposed to be installed throughout the airport. When entering and exiting a flight a traveler can quickly find personalized navigational information by scanning his ticket at the kiosk.

We created a user journey that illustrates the entire service experience. We used whiteboard backdrops, and Photoshop mock-ups on an iPad and iMac to help viewers imagine the experience we designed. View the journey.

This project was made with much hard work and dedication from Jeff Kirsch and Derek Chan.

September 24, 2010

Designing the Story: KeyStone


For our Entrepreneurial Design class we were each inspired to form groups that shared a similar passion or interest as we do. Gene Lu, Chia-Wei Liu and I teamed up, with a shared interest in creating a project that would benefit senior citizens.

Research

We began researching the lifestyles of senior citizens in New York City, interviewing young people about their experiences with the elderly and visiting our local senior center to interview the director and check out some of the activities.

We defined the outcome of our research into a few key statements:

Seniors rely on their communities for more than just a place to live. They need to be an active part of a community – being social and engaged – to maintain a sense of belonging and purpose.

We came up with KeyStone, a website that connects senior citizens 
to their local communities through an 
online network of activities.


The core of the concept is that local organizations that have a senior citizen audience, such as senior centers, religious organizations or volunteer groups, can post activities on the site. Seniors benefit by seeing 
an aggregated list of activities they’re interested in and the organizations benefit by reaching a focused community of users.

Design Decisions

We wanted seniors to feel like they are part of an online community that also exists in the real world. The website we designed serves mainly as a directory for offline events, and engages a senior’s social circle for the purpose of making plans.

In designing the website we took our users’ ages into consideration. We kept all of the type and images fairly large. To help us understand the flow of the experiences we created a site map and wireframes that informed the final design of the screens. We conducted paper prototyping to validate the workflows we designed.

Telling the Story

To quickly capture and communicate how the system works we created a user journey depicting Carol’s story as she goes about making plans one afternoon.

We captured our full process on a tumblr: http://nyfsc.tumblr.com/

September 22, 2010

ArtScope: An Exploration in App-Guided Museum Tours

We began by observing behavior at the Whitney Museum during its Biennial exhibit. Some key behaviors we observed:

  • Most visitors don’t come to the museum alone
  • Existing mobile devices at museums are either out of date or provide an awkward experience
  • Many visitors don’t have a deep knowledge of art, but come to the museum hoping to learn

We interviewed an art educator to find ways to use those principles to improve the experience of using an audio/visual tour at a museum. We wanted to focus on the connected experience of standing in front of a work of art, and tried to make the technology of the device disappear where possible. We made sure to include audio during moments where the visitor should be looking somewhere other than the screen, but included video and images where appropriate to communicate more information than would normally be given.

View our complete presentation with notes, sketches and key points. (PDF)
View a sample wireframe workflow. (PDF)
Flip through the designed screens. (PDF)

Wireframes of varying fidelity

September 22, 2010

iPhad Investigation

With the iPad bursting on to the scene just last Spring, the medium is new, not very well understood from designer and user perspectives, and it’s establishing new paradigms for interaction. Many potential clients were approaching Adaptive Path asking for an iPhone or iPad app, but we weren’t always clear about the qualities of a good iPhone or iPad app.

Adaptive Path asked us to investigate the iPhad situation, and I worked with a team of designers and researchers in Austin, TX to define the project’s parameters and qualitative goals.

Through a set of people stories and talking points for the sales team, iPhad answered the question “Why do you need to make an app?” by investigating each device as it pertains to context of use, types of interactions, technical connectivity, and opportunities for content.

April 14, 2010

Field Trip

Field Trip describes the relationship between an object and its environment through six filters: microscopic, soil, plants, people, architecture and atmosphere. These levels are a simplified lens through which visitors can explore and begin to understand the complex urban ecosystem in which the High Line lives. A visitor will uncover tokens by interacting with specially tagged objects, revealing valuable sustainability tips and fun facts.

After using the app at the High Line our visitor walks away with a better understanding of the park and how she can lead a more sustainable lifestyle.

This project was created in a joint effort with Russ Maschmeyer and Michael Katayama.

March 9, 2010

New York Times Breakout App

Our solution is Breakout, an app that allows readers to create a bridge between the world around them and the news they read in the New York Times each day.

There’s a lot of news out there, and it becomes overwhelming for readers to keep up with it all. When readers become overwhelmed they lose interest and the New York Times loses readership. Breakout encourages a reader to move away from the browse model of reading only what is provided to her to a search model where she can find related news stories and background information about any topic in which she is interested.

How it Works

With Breakout, a reader can photograph stories in the New York Times and artifacts in the world around her to get more information about them from the NYTimes online. Over time, her account learns what she is interested in and will supply interesting and relevant content to her. Without any effort on the reader’s part, she can find a focus in the ever-expanding cloud of news content.

If the New York Times can better know its individual readers’ interests, it can offer targeted advertising to its vendors, thereby increasing revenue from advertising.

Breakout was conceptualized and presented in collaboration with Russ Maschmeyer and Stephanie Aaron.

March 9, 2010

Story Drifter

When a teacher uploads a lesson plan, the Story Drifter uses search algorithms to create a first draft concept map with key themes and ideas about the lesson and pulls related content from the internet to be displayed in the story. To supplement the automated process, a teacher can manually upload other important information like images, video, articles, key dates and historical artifacts.

The teacher is then able to move and shift the content as she sees fit. If two images ought to share a connection, she can create a link between them in the story.

With the story in place the lesson can begin. The teacher is able to drift among the different arms of the story to follow the dynamic conversation in her classroom. If a piece of the story is missing she can add it on the fly by quickly searching for and adding relevant content.

Our prototype shows the Story Drifter as it is meant for groups on a large-scale touchscreen, and the software can be adapted for smaller groups with access to only small screens.

The Story Drifter was created in collaboration with John Finley and Clint Beharry, using Apple Motion, Prezi and Flash to create the illusion of a large-scale touchscreen interaction.