Filed Under ‘research’

February 16, 2011

What does a high school design class look like?

(part of) Our First Class

(part of) Our First Class

During the first week of graduate school in September 2009, Carmen Dukes and I saw a lecture by esteemed interaction designer Kim Goodwin. Kim issued a call to action: Each one teach one, asking interaction designers to extend their knowledge in some way so we may train more designers who can tackle tough problems. Carmen and I walked away with the same question in our minds: “Why isn’t anybody teaching interaction design to kids?”

Research & Development

We began answering our question by learning about the state of high school design awareness. I started visiting high schools, talking with administrators, teachers and students, and found that none of them understood what design is.

Reward Buttons: Habits of Good Designers

As we progressed through our research we began to have a clearer understanding of the value of design to high school students, and we started to craft the message that would lead us throughout the project. We knew that design teaches important skills to students:

  • Flexibility and adaptability; comfortable with change
  • Storytelling
  • Communication
  • Creative thinking and problem solving

In K-12 education, 21st Century Skills refer to a list of characteristics today’s young people should possess to be successful in the post-educational world. As defined by the Partnership for 21st Century Skills, these include:

  • Learning and Innovation Skills: Creativity and Innovation, Critical Thinking and Problem Solving, Communication and Collaboration
  • Information, Media and Technology Skills: Information Literacy, Media Literacy, ICT Literacy
  • Life and Career Skills

Our Message

We came up with Project: Interaction with the following description:

Project: Interaction is a 10-week after school program that teaches high schoolers to use design to change their communities.

Project: Interaction Experience Cycle

Designing a Curriculum

Although we wanted to focus on interaction design, we felt it was most important to teach design as a process and method for thinking, rather than teaching a specific tool or technology. Keeping these themes in mind we set out to design our curriculum. Using New York City as a catalyst for exploration, we developed a narrative of ten classes that would teach a variety of skills to empower students to use design to change their communities.

With our curriculum plan in hand, we interviewed and selected our first school. During the Fall of 2010 we taught a group of fifteen girls at the Urban Assembly Institute for Math & Science for Young Women. (All of our teaching experiences are documented on the Project: Interaction blog.)

Funding

After purchasing supplies for our first class we discovered that teaching high schoolers from our own budget can get pretty expensive! In September we launched a Kickstarter campaign to help raise funds for our first class and for future Project: Interaction endeavors. During the 30 days our project was active on Kickstarter we raised over $8,200 with the support of 125 backers. We produced a steady flow of great content for our blog and increased our readership sevenfold, with exponential growth in social media following as well.

Some of my favorite blog posts from this period:

Post-its!

Post-its!

Lessons from our First Class

At the end of our ten week session we were delighted to have realized that many of our hypotheses were true. The high schoolers we taught were enthusiastic and captivated by our weekly meetings together, and they grasped more complex ideas than we originally expected.

Most importantly we learned to be extremely flexible in our thinking about the class. We kept our core idea alive throughout the semester, and made changes along the way based on what the students were interested in, and how we felt they were progressing through the material we presented.

D'Leslie's Sketchbook

D'Leslie's Sketchbook

Some extremely successful aspects of our program were:

  • Sketching – The girls had a sketchbook to keep for the semester and we asked them to draw or write anything in it. At the beginning of each class we had them share their work. They came to expect the activity and it provided good continuity between lessons.
  • Field Trips / Real-world exposure – To really understand design it’s absolutely essential to see designers working in the real-world.
  • Brainstorming on Post-It notes – The girls got the concept of “one thought per sticky note” and loved making little sketches and ideas in the medium.
  • Hands-on, standing up activities – After school is a tough time to pay attention, and anything we did that involved kinesthetic motion was a huge hit.
  • Critique – One of the most valuable parts of our reflection each week was the critique. We provided the girls with a guide for critique, giving them suggested questions and conversation starters. They were very receptive to the experience of having an open dialogue about their work.


What the kids say

After analyzing our performance and the success of the class, we have a few changes we’ll be making.

  • Worksheets & communication methods – We’re looking for a more creative way to deliver precise directions and receive written feedback from students
  • Classroom space – The room we taught in had awkwardly positioned desks and very little space to move around. In the future we’d like to have a more open space that can be repurposed for the variety of activities in our class.
  • More time – We only had 1.5 hours each week with the girls and it wasn’t nearly enough time!


Carmen and I are looking forward to teaching our next classes soon! Check out the Project: Interaction blog for the latest updates.

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.

January 14, 2011

Thesis Research: Encouraging Teachers to be Creative

Challenge Extended

Last fall I visited many high schools while co-creating Project: Interaction, an after school program that teaches high school students to use design to change their communities. While there, I observed a need to encourage teachers to be more creative in their classes.

Many teachers are already overwhelmed by strict guidelines, schedules and paperwork, and my thesis investigation asks the question, “How can teachers incorporate new ideas and creative methods into their daily classroom activities?”

Go Forth; Conquer!

In my research I wanted to understand what motivates teachers. I visited schools to observe math, science, English and art classes and interviewed teachers about how they plan lessons and from where they discover inspiration. As part of my process I conducted an experience prototype to discover the ways that knowledge and ideas are transferred and maintained within social networks.

I learned a great deal about my potential users, both inside and outside of the classroom. The most impactful research I did was as a participant observer. For ten weeks I taught an after school program to high school students, learning first-hand about the challenges and successes teachers have each day.

End of Semester Resting Point

After concluding my research I created a set of models to explain the system within which teachers work each day, and from those models I found opportunities where my service might disrupt and improve their routines.

This semester I will continue my thesis development by designing a service that encourages teachers to think more creatively about their lessons. Taking inspiration from “Hunch,” my service will act as a personalized, conveniently delivered toolkit of ideas that will evolve over time as a teacher contributes his or her experiences and knowledge to the system.

I will design across multiple channels of engagement, including offline experiences, MMS, email, Twitter, and the web. With many points of access, teachers will be more likely to participate in a community of innovative educators.

I’ve collected all my research documentation and brain dumpings on my Thesis Blog.

Project: Interaction Students

Project: Interaction Students

Problem Statement in a design class

Problem Statement in a design class

Mental Model

See the entire Mental Model

Teacher Ecology

See the whole Teacher Ecology

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.

July 24, 2010

The Glass House Conversations


Six students from SVA’s MFA in Interaction Design program are engaged with the Philip Johnson Glass House and the National Trust for Historic Preservation to create a space online for conversations between designers, architects, artists, writers, and community leaders. I worked on the project from beginning to end as student project manager. At other points, I was involved with the initial on-site immersion, research, project discovery, site map, and wireframes, and worked as a member of the core teams for design and development.

Liz Danzico and Jason Santa Maria were leaders and mentors for this project.