Guerilla Design

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Guerilla Design

  1. 1. Guerilla Design Research joycechou2010
  2. 2. joycechou2010 Research on a shoestring: You don’t need a corporate expense account or a team of experts. Use what you have and observe the world around you.
  3. 3. Say you have a project on a mobile social networking app...
  4. 4. joycechou2010 We don’t need another Facebook, but then what do we need? Understand your parameters: 1. Your marketing stakeholder wants to target young adults (18-34) 2. Your business strategy stakeholder wants to ensure that it is easy enough to learn for a mass market.
  5. 5. joycechou2010 analogous experiences: Get to the heart of the matter 1. Ask yourself, what is this really about? • Community • Hangout spot 2. Is there something that people do already? • Parking lot at Dunkin’ Donuts (hmm… no, you need to also think about your client) • Skate Park
  6. 6. joycechou2010 Open your eyes, and go out the door: Look for: • Roles • Relationships • Crowded/ empty spaces • Badges of affiliation • Hierarchies of status • Unique language
  7. 7. joycechou2010 Start out by looking at the big picture The environment shows you how people behave as a whole . The most tricks happen in front of the lunch tables Certain areas are respected as non-social
  8. 8. joycechou2010 You start to notice a pattern Performance and mentorship come up over and over again. Skaters spend as much time watching others skate The best skaters have Advanced skaters teach Casual socializing begins the same helmet sticker and mentor in a with asking for tips spontaneous way
  9. 9. joycechou2010 Now make it actionable Teaching space Your users : HIGH • Socialize through teaching OPPORTUNITY SOCIAL • Rely on a mix of different skill levels • Hone their skills alone until they can perform Audience Performance So, they need: NON- SOCIAL • Clear marks of “teacher” expertise for learners • Designated areas to switch into observation mode • Practice spaces set apart from social areas Practicing space

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