UX for Good 2012 (NOLA)


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Project Team: Scott Blair, Svetlin Denkov, Joseph Howerton, Kevin Leebroderick

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UX for Good 2012 (NOLA)

  1. 1. User experience design for large-scale social good Discovery Station - An Ethnographic Safari Tool A Discovery and Design project for UX for Good Submitted by Out to UX
  2. 2. The Client and Their Concept UX for Good is a collective effort to design systemic solutions for some of the most vexing social challenges facing communities today. The designers are joined by leading philanthropic change makers and some of the most interesting, creative thinkers they can be found. Top user experience designers get together to ideate solutions to social challenges in a very unique event.
  3. 3. May 2-4, 2012 New Orleans The 2012 Event in New Orleans Partnering with The Grammys and MusiCares, the New Orleans Jazz and Heritage Foundation and the Clinton Global Initiative. The goal is to construct models for leveraging music to address critical challenges affecting the music community in New Orleans.”
  4. 4. The Project Goals and Objectives Create the conceptual design of a tool or toolset, which will describe the interaction environment created for the information gathered by conference participants and shared with audience members. Capture, Share, Organize Primary goals: capture content and organize it. Photos, Videos, Audio and text from any type of device. Secondary goal: allow virtual participants to find content and participate.
  5. 5. Our Approach to the Project We engaged in a process of Define and Discovery We engaged in a process of early Design Analysis of similar tools Interviews with past conference participants Sketch-boarding Design Principles Brainstorming
  6. 6. The Deliverables Competitive Analysis User Research Conceptual Wireframes User Interviews, Interview Analysis, Persona Creation Design Principles, Use Case Identification, Interaction Model Creation, Wireframe Iteration We analyzed 4 event-specific mobile applications to find if any could, create original content, share newly created and existing content, and organize it in a collaborative environment.
  7. 7. Competitive Analysis
  8. 8. From conducting the interviews and analysis we found that: Note taking and transcribing of ideas and communication was inconsistent and often unorganized. There was no central digital archive of pictures and data for a team to be able to share them. A common theme among the designers interviewed was that they all wanted the conference to provide structure for helped would ensure implementation of the solutions they created. A platform with mechanisms for capturing the data that is being collected and generated by the participants of the event would be of great value to the ideation process. This would add structure to the gathering and analysis of information during the processes of discovery and user research. Interview Analysis
  9. 9. User Research - Personas
  10. 10. Brainstorming Design Principles
  11. 11. Sharing System allows for the sharing of the design process with stakeholders and audience. Archiving System should allow users to access info/data after event ends in a meaningful way. Gathering System facilitates the discovery and gathering of information towards a solution. Mobility System allows participant to gather data Understanding System should place problem and solutions in context. Journey/Discovery Should convey the participants thoughts and activity over time. Final Design Principles
  12. 12. Brainstorming – User/Task Sketches
  13. 13. Users Participant - Primary User Remote Audience - Secondary User Core Tasks Primary User Gather Artifacts Organize Artifacts Posting Search Store Data Review Data (Team, Participant, Collection) Sharing (public, private (to team)) Secondary User View Data (All of team’s public data) Commenting on public data Share to social media Task/Process Visualization
  14. 14. Conceptual Wireframes
  15. 15. Conceptual Wireframes
  16. 16. Conceptual Wireframes
  17. 17. Conceptual Wireframes
  18. 18. Conceptual Wireframes
  19. 19. Conceptual Wireframes
  20. 20. Conceptual Wireframes
  21. 21. Conceptual Wireframes
  22. 22. Conceptual Wireframes
  23. 23. Conceptual Wireframes
  24. 24. Conceptual Wireframes
  25. 25. Conceptual Wireframes
  26. 26. Conceptual Wireframes
  27. 27. Next steps for the client Create a formal set of requirements and specifications. Confirm and/or refute the assumptions as put forth in the wire-frames.