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Allison v. Leach
design researcher and strategist
in a nutshell
Design researcher and strategist who studies the
intricacies of human behavior to uncover insights that
will inform and inspire design innovation.
•
    observer
•
    thinker
•
    researcher
the road to
design research
Childhood: film, photography, and writing
College: poetry and psychology at Brown
Design school: Parsons and CCA
Class: design research
Thesis: cognitive design
linkedin
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             diverse
           education
linkedin




             hybrid
           designer
linkedin




             creative
           industries
linkedin
web portfolio
www.allisonvleach.com
skills breakdown
Graphic Design
Interaction Design
Design Research and Strategy
Graphic Design


skills breakdown
   adobe         typography
                              color theory
creative suite     training
Interaction Design


skills breakdown
   adobe             IX theory
                     basic html
 final cutsuite
          pro                     keynote
creative              training
                       & cs3
Interaction Design


skills breakdown
   adobe             IX theory
                     basic html   keynote
creative suite        training
                       & cs3




final cut pro
Interaction Design


skills breakdown
   adobe             IX theory
                                  keynote
creative suite        training



                     basic html
final cut pro           & cs3
Design Research and Strategy


 skills breakdown
                                      variety of
   needs           data synthesis
                                      research
identification       and analysis
                                    methodologies


defining design         brand
                  user experience
principles and      direction &
                     planning
opportunities      market trends
Design Research and Strategy


 skills breakdown
                                      variety of
   needs           data synthesis
                                      research
identification       and analysis
                                    methodologies


defining design         brand
                                    user experience
principles and      direction &
                                       planning
opportunities      market trends
my research
principles
• User empathy first
• Build on others’ research
• Iterate, iterate, iterate
• Get out there!
• Embrace creative differences
• Turn surprises into opportunities
my research
principles
• User empathy first
• Build on others’ research
• Iterate, iterate, iterate
• Get out there!
• Embrace creative differences
• Turn surprises into opportunities
Garmin approached us to conduct
                                   research for a new approach to
Design Research and Strategy    direction mapping that integrates
                                    elements of the natural world.



case study 1 /3
skills breakdown
Garmin

• Prompt: GPS technology company Garmin approached my
team of classmates to conduct research about how people use
cues from the natural world to navigate.
• Work: Research proposal, in-depth interviews, video of
insights, a presentation of findings and design opportunities
Garmin approached us to conduct
documentation                                                                                                                             research for a new approach to
                                                                                                                                       direction mapping that integrates
                                                                                                                                                            Discussion
                                                                                                                                           elements of the natural world.
                                                                                                                                                            Guide
                                                                 Screener                                                                                                                                                                                Last updated 10/17/11


                                                                                                                                                                                                            Discussion Guide
                                                                                                                                                                                                                   Team Calicocho



  Proposal                                                                                                                                                               Locations: mall, park, and city.
                                                                                                                                                                                                            A. Brief Intercept Interviews:

                                                                                                                                                                         Prompt: Our team will pretend to be lost, and ask nearby people how to get to a particular
                                                                                                                                                                         destination. These intercepts will last approximately one to five minutes in duration, depending
                                                                                                                            Screener                                     on their nature.
                                                                                                                         Team Calicocho                                                                     B. Voluntary Blog Solicitations
                                                                                                                                                                         A blog for gathering stories about navigation will be created. To advertise the blog, a post will be
                                                                                                                                                                         made on Craigslit. In addition, posters will be posted throughout CCA’s San Francisco main
                                                                                  RECRUITING OBJECTIVE                                                                   building. Students can contribute written stories, photos, and videos. Our team will curate the
                                                                                                                                                                         submitted post.
                                                                                                  Recruit 12 participants to keep 10
                                                                                                  All of the participants must speak English                                                                    C. Formal Interview
                                                                                                                                                                         Process
                                                                                                  The participants must frequently engage in non-car navigation.        First Meeting
                                                                                                  Participants must be a mix of                                             1. Introduction
                                                                                                                                                                             2. Homework Discussion
                                                                                                     
                                                                               design research consulting
                                                                                                            Residents (of various years) Recruit 2-3
                                                                                                           Visitors/Tourists Recruit 3-4                                Second Meeting
                                                                                                                                                                            1. Map Drawing and Task Analysis.
                                                                                                           Professional delivery workers Recruit 3-4                       2. Interview Questions.
                                                                                                                                                                            3. Map Alteration Opportunity.
                                                                                                           Outdoor city officials (park guides, police officers) Recruit 2-3
    project background                                                                            Participants must possess a mix of navigation skills (ranging from accurate,
                                                                                                   average, to poor)                                                                                               First Meeting
                                                                                    
      Garmin Ltd. develops consumer, aviation, and marine technologies for the Global     The sample must represent a mix of technology-use levels (ranging from
                                                                                                                                                         Introduction
      Positioning System. Most current Garmin devices can display the current location on frequent, average, to none)
                                                                                                                                                         Hello, my name is ___________, and with me I also have __________and
      a map. The maps are vector-based and stored in the built-in memory or loaded from                                                                        ____________who are working with me on this project. From this research, we want to know
                                                                                                                                                               what elements of the natural world can help with navigation. We want to hear stories from your
                                                                                  SCHEDULE                                                                     life, no matter where, when, or whom with they occurred, that will give us a picture of what
                                                                                                                                                               influences navigation in a positive and negative way. We are also going to discuss your ideas for
                                                                                     
     offers a wide variety of maps for purchase, including detailed road maps, topographic Ten (10) 1-hour contextual visits with the participant in their home.
                                                                                                                                                               future solutions that will enhance your overall experience with navigation.
                                                                                      Five
     maps and nautical maps. Non-commercial maps are also available and can be displayed (5) of the ten (10) participants will be asked to lead us on a 30-minute
     on most Garmin GPS devices.                                                           walk from their home to one of their frequent destinations.         Before we being our conversation, I want to explain a few rules:
                                                                                                                                                               • I do not work for the company that is sponsoring this project, so feel free to express your honest
                                                                                                                                                               opinions. You will not please or displease me if you say something for or against a certain topic.
                                                                             Disclaimer for Termination:
                                                                                                                                                               • There are no right or wrong answers.
    research objectives                                                                                                                                        • Please be careful to speak one at a time so we can hear you clearly onthe audio recording.
                                                                             Thanks for your time. Unfortunately we only needed a limited number of individuals in recording audio and video for research purposes only. The footage will not be used in
                                                                                                                                                               • We are
                                                                             each profile and we have already recruited as many individuals as we need with thepublic.
     Garmin, maker of handheld and automobile GPS navigators, wants to develop a new
                                                                                  profile that you represent.
      approach to direction mapping that integrates elements of the natural world that can                                                                               Let us begin with your introductions:
      help with navigation. In support of this goal, Calicocho is conducting design research                                                                             • Please tell me your name, and
                                                                                                                                                                         • What you do
      that will uncover unique insights into how people with navigational needs currently use                            INTRODUCTION
                                                                                                                (For use in interception-type recruiting)                Homework Discussion
      signs in the natural world to get around.
                                                                                  Good morning/afternoon/evening, my name is _________ and I am a graduate Homework Participants will receive directions for a homework exercise. They will use their own
                                                                                                                                                                    Design
                                                                                  student of California College of the Arts. My classmates and I are currently conductingto take a minimum of 15 photos of a familiar route they frequently navigate without a car.
                                                                                                                                                                   camera a
    key questions                                                                 study to understand how people with navigational needs currently use signs in the
                                                                                  natural world to get around. I am not trying to sell you anything, and everything you say
      1.   How do people prepare for a trip to an unfamiliar destination?         will be treated in the strictest confidence. Could I have a moment of your time to ask you
                                                                                  a few questions?
      2.   How do people remember their routes?
      3.   What are the differences between navigating through nature and the labeled world?
      4.   What elements are important to people when giving or following directions/creating
           a mental map?
      5.
      6.   How do navigation strategies and methods differ with extreme users (e.g. visually
           impaired or occupational navigators ) and non-extreme users?




                                                    2
Garmin approached us to conduct
methodology                   research for a new approach to
                           direction mapping that integrates
                               elements of the natural world.




    PHO TO D IA RY   M A P D RAWIN G               IN-D EPTH
                                                  INT ERVIEW




       EXPERT         IN T E RC EP T             P UB LIC B LOG
     INT E RV IE W    IN T E RV IEW
user interviews                               Garmin approached us to conduct
                                                 research for a new approach to
and activities                                direction mapping that integrates
                                                  elements of the natural world.




demographics
             male
           female
                     0   2   4   6   8   10




        bus riders
          walkers
          drivers
    subway riders
           bikers
     longboarders
                     0   2   4   6   8   10




       online map
           car GPS
  stand-alone GPS
  smartphone GPS
                     0   2   4   6   8   10




                                                                 ALLEN             ARIEL
video interview   Garmin approached us to conduct
                     research for a new approach to
synthesis         direction mapping that integrates
                      elements of the natural world.
Garmin approached us to conduct
findings                                          research for a new approach to
                                               direction mapping that integrates
                                                   elements of the natural world.




  “bad lost” / “good lost”
                                                           CONTRADICTION #1:
  navigation strategies                                    “I use my GPS all the time, but I really   learning
                                                            wish I could navigate without it.”
  pro-active learners / instinctive learners
  pride in navigational skills                             CONTRADICTION #2:
                                                           “I sometimes enjoy getting lost.           exploring
  growing use of GPS                                        I’ll even get lost on purpose!”



                                                           CONTRADICTION #3:                          direction-
                                                           “I don’t use a GPS to give directions.”      giving



                    B RY C E    A R IE L




                                                      giving directions

                                                              park / downtown
                                                              bodily orientation
                                                              empathy
                                                              accuracy
                                                              GPS non-usage
                                                              memorable units of information
Garmin approached us to conduct
recommendations                                                       research for a new approach to
                                                                   direction mapping that integrates
                                                                       elements of the natural world.




                                                                             design opportunity:
a desired navigation experience:
     creates a learning adventure
     supports                                                                  An interactive system that encourages people to:
     and empathy                                                                  build upon their innate navigational
     evokes a multi-sensory journey                                               capabilities
                                                                                  learn about and explore their surroundings




                 LE A R NING   EXP LORIN G   G IVIN G D IR EC TI ON S
Design Research and Strategy


case study 2 /3
skills breakdown
thesis

• Overview: An investigation of cognitive design as a tool for
productive behavior
• Work: Primary and secondary research; surveys; interviews;
critical writing; concept prototyping; generation of cognitive
design insights and design opportunities
my research
principles
• User empathy first
• Build on others’ research
• Iterate, iterate, iterate
• Get out there!
• Embrace creative differences
• Turn surprises into opportunities
topic



   Statement:
   Leveraging our modern knowledge of cognitive science, how
   might designers create artifacts that motivate people toward
   positive behaviors - particularly those related to productivity
   and willpower- to improve overall well-being?
research
research
Secondary: Existing Data

READING LIST                                                                        KEY ELEMENTS OF MOTIVATION                                                                      COGNITIVE BIASES

                                                                                    Behavior                    Flow                    3 Drives
                                                                                    Motivation                                          Biological Drive
                                                                                                                                                                    Motivation
                                                                                                                Symbolic Skill                                          Autonomy
                                                                                    Ability                                             Rewards & Punishments
                                                                                                                Rules                                                   Mastery
                                                                                    Trigger                                             Intrinsic Rewards
                                                                                                                Goal                                                    Purpose
                                                                                                                Feedback




                                                                                                                                                                                        Awe                 Herd Instinct               Hawthorne Effect                   Reactance
                                                                 Irrational                                                                                                        Instills a sense of      When people adopt the       The tendency to act differently   The urge to do the
                    Mental activities:     Psychological
                                                                                                                                                                                   timelessness;            behaviors and opinions of   when someone knows they are      opposite of what
Dangers of          rules, a goal, and a   nudges in a game      reasoning is
                                                                                                                                                                                   promotes helpfulness;    the majority                being observed                   someone wants you to
extrinsic rewards   way of obtaining       have a real impact    everywhere, such             BJ Fogg                        Mihaly
                                                                                                                                                            Daniel Pink            encourages                                                                            do out of a need to resist
                    feedback               in guiding behavior   as the power of              stanford social                Csikszentmihalyi
                                                                 social norms                                                                               author of drive        experiential purchases                                                                a perceived attempt to
                                                                                              scientist                      author of flow                                                                                                                               constrain your freedom
                                                                                                                                                                                                                                                                         of choice
research
Secondary: Existing Data

READING LIST                                                                                    KEY ELEMENTS OF MOTIVATION                                                                       COGNITIVE BIASES

                                                                                                Behavior                     Flow                    3 Drives
                                                                                                Motivation                                           Biological Drive
                                                                                                                                                                                 Motivation
                                                                                                                             Symbolic Skill                                          Autonomy
                                                                                                Ability                                              Rewards & Punishments
                                                                                                                             Rules                                                   Mastery
                                                                                                Trigger                                              Intrinsic Rewards
                                                                                                                             Goal                                                    Purpose
                                                                                                                             Feedback




                                                                                                                                                                                                     Awe                 Herd Instinct                  Hawthorne Effect                        Reactance
                                                                             Irrational                                                                                                         Instills a sense of      When people adopt the           The tendency to act differently       The urge to do the
                          Mental activities:         Psychological
                                                                                                                                                                                                timelessness;            behaviors and opinions of       when someone knows they are          opposite of what
Dangers of                rules, a goal, and a       nudges in a game        reasoning is
                                                                                                                                                                                                promotes helpfulness;    the majority                    being observed                       someone wants you to
extrinsic rewards         way of obtaining           have a real impact      everywhere, such              BJ Fogg                        Mihaly
                                                                                                                                                                         Daniel Pink            encourages                                                                                    do out of a need to resist
                          feedback                   in guiding behavior     as the power of               stanford social                Csikszentmihalyi
                                                                             social norms                                                                                author of drive        experiential purchases                                                                        a perceived attempt to
                                                                                                           scientist                      author of flow                                                                                                                                       constrain your freedom
                                                                                                                                                                                                                                                                                              of choice




Primary: Interviews and Experiments
ONLINE SURVEY: Motivation and You                                                               ONLINE SURVEY:Allison Leach and You
                                                                                                              Motivation                                                                         SOCIAL EXPERIMENT
                                                                                                                                                                                                 Q: Does awe inspire timelessness and increase helpfulness?


                                                                                                          CONTEXT                               METHOD                             RESULTS                 CONTEXT                                     METHOD                                   RESULTS
                                  Survey Takeaways

               •    Intrinsic rewards trump      •   Gambling no;
                    all others                       gamification sometimes;
                                                     music yes
               •    Motivated but habits
                    hard to form                 •   Experiential
                                                     expenditures > future
               •    Tricks help to get things        investments                                                                                                                                   Study: awe gives people                    Group A: Nature video                       Awe instilled, but
                    done                                                                                                                                                                           greater time-availability,                                                             negligible change in time
                                                 •   People like reminders                                                                                                                                                                    Group B: Instructional video                perception and mood
               •    Social support keeps             and are influenced by
                                                                                                                                                                                                   reduces irritability,
                    people in line                                                                                                                                                                 makes them act more
                                                     social guilt                                                                                                                                                                             Group C: No video                           Uniform volunteerism in
                                                                                                                                                                                                   generously
                                                                                                                    What types of rewards do you value?                                                                                       Questionnaire followed by
                                                                                                                                                                                                                                                                                          the clean-up event

                                                                                                                                                                                                                                              volunteer opportunity                       Limited pool of
                                                                                                                                                                                                                                                                                          participants
approach
needs
identification
prototypes   First Iteration
prototypes   First Iteration
prototypes   Second Iteration
prototypes
  Partners: Janette and Maria
  Willpower Challenge: Procrastination
                                                         Second Iteration
  Study Length: Monday 3/11 through Sunday 3/17




                                          ImPulse Bracelet
                                                  MUTUAL SUPPORT GROUP




                       YOU                                                                          YOUR
                                                                                                    PARTNER




                                                            MONITOR

      Directions




  MAKE TO-DO LISTS   RECEIVE NOTICE     PROCRASTINATING?      TURN ON IMPULSE      DO ACTIVITY   SEND PROGRESS        ALL SET!

      SET-UP SCHMET-UP                    GET ‘ER DONE                                 HOW YOU DOING?
       1. Email the Monitor a list of      3. Wear your ImPulse bracelet               6. Periodically, The Monitor will
          (1) your Top 3 Long-Term            Monday through Sunday as often as           remind you to check in with
          Goals and (2) your Top 3            possible. On your wrist, belt loop, or      your partner. Let your partner
          Temptations (unproductive           backpack - whatever works best!             know how you’re doing by
insights &
Recommendations




        Work in progress!
spark!



Design Research and Strategy


case study 3 /3
skills breakdown
culture cave
• Product: A toy that teaches kids about culture through
traditional stories enhanced by interactive, open-ended, and
hands-on activities that spring from that narrative.
• Work: Market research; ethnographic research; interviews;
prototype testing; comprehensive business plan
my research
principles
• User empathy first
• Build on others’ research
• Iterate, iterate, iterate
• Get out there!
• Embrace creative differences
• Turn surprises into opportunities
ethnography


Kids and Technology




                                              spark! Culture Cave 3




                      spark! Culture Cave 7
product design
                                                                                                                                           PRODUCT
   The Unique iPad App
   Unlike other subscription products for kids on the market, the Culture Cave
   App leverages the iPad’s video, audio, interaction, and camera functionality
   to deliver an immersive and holistic cultural educational experience.
                                                                                                                                The Coolest of
                                                                                                                                Hangouts
                                                                                                                                No other subscription service
                                                                                                                                offers Culture Cave’s tent—a
                                                                                                                                place kids can claim as their
                                                                                                                                own, and where they can enjoy
                                                                                                                                an immersive audio experience.




   A Variety of Proven Activities                                                  A Vibrant Online Community
   Kids can do Culture Cave activities on their own or with their parents or       The Culture Cave website hosts a Forum for parents to share experiences
   friends. Our activities are created by native country experts and then vetted   and ideas, a Gallery for kids to upload their favorite works, and a Cultural
   by educators, parents, and kids.                                                Event Calendar to learn about upcoming happenings.
prototype testing




    4 spark! Culture Cave
business plan

         Company Identity CAVE
            THE SOLUTION: CULTURE




                                                                                                BRANDING


ween                                                                                                                            Color Palette                spark! Logo



                                                                                                                                                          spark!

a                                                                                                                              Brand Attributes
his is   Our Mission                                                                                                                                      Culture Cave Logo
                                                                                                             cheerful inspiring insightful
         To be the leading provider of fun, holistic, immersive and interactive cultural                     curious surprising creative
         education for children.
                                                                                                                    silly trustworthy                       spark!

         Our Vision
ough
         To help raise the next generation of global citizens.                                                                 Brand Typeface


         Our Values                                                                                                        Brandon Grotesque:
         We will always put kids first.                                                                                 Thin     Light       Regular
         We will provide multicultural education that is fun and promotes respect.                                  Medium           Bold         Black
         We will encourage children to continuously explore and question.

                                                                                                18   spark! Culture Cave




                                                                      spark! Culture Cave   5
business plan

Industry Landscape                                                                                                                                                               Market Identification
                                                                                                                                             COMPETITION                         TARGET MARKET

                                                        Little                 National Geographic                 Children’s
                    Kiwi Crate                                                                                                                   Culture Cave
                                                      Passports                 Magazine for Kids              Creativity Museum

                                                                                  Monthly magazine with                                                                          Current iPad Market (US)
                Monthly subscription                                            information about animals,                                    Monthly subscription of
                                               Monthly subscription of                                            An interactive art and
               of materials for arts and
                                              materials focused on learning
                                                                                    science, technology,
                                                                                                               technology museum for kids
                                                                                                                                              materials that encourage               Parents own approximately 61% of all iPads.                       projected
               crafts, science activities,                                        archaeology, geography,                                         learning about
Primary          and open-ended play
                                                 about other countries
                                                                               and pop culture - plus jokes,                                     foreign cultures                    In 2012, parents owned 25.5 million iPads.
                                                                                                                                                                                                                                      60.8 million     iPad users
                                                                                                                  For kids ages 3 to 12
Offerings                                         For kids ages 5 to 10
                                                                                    games, and activities.                                                                                                                                              ( 2014 )
                 For kids ages 3 to 7                                                                                                           For kids ages 5 to 10                Overall iPad ownership is on the rise with a
                                                                                                                Memberships range from
                                                                                   For kids ages 6 to 14
                                                                                                                                                                                     projected 31% growth by 2014. The total
                                                                                                                                                                                     number of iPad-owning parents will likely        41.9 million   all iPad owners
                                                                                                                                                                                     increase proportionally to 37 million by 2014.                       ( 2012 )
                                                                                                                The museum offers many          Culture Cave offers                  Approximately 40% of all school children in
                                                 Includes a letter from                                           hands-on activities.
             Founded by a former eBay                                                                                                            a dedicated sound-
               and PayPal executive, a
                                                fictional travelers Sam
                                                                               Kids have free online access                                     equipped play space,                 the US are between the ages of 5 and 9.
                                               and Sofia describing their                                         Membership includes:
              PayPal cofounder, and an                                          to games, videos, photos,                                      iPad-based games and
             ex-Yahoo product manager.
                                              foreign country adventures
                                                                                                                                                 hands-on activities.                We thus estimate our total market—iPad
                                                                                                                                                                                     owning parents with children between the
                                                  Subscription includes                                               only events
                Kits address specific                                             National Geographic is                                         Kids can share their                 ages of 5 and 9 in the US—to be around 10                        iPad owning
Strengths       developmental areas
                                                 access to online games
                                                                                 a well-known and well-                                         favorite work online.                                                                 25.5 million
                  such as creating,
                                                     and activities
                                                                                    respected brand.
                                                                                                                                                                                     million.                                                           parents
                                                                                                                  openings and special
                moving, discovering,                                                                                 performances             Parents have access to a               Of that population, we will target 1 million                       ( 2012 )
                                                 Little Passports offers
             communicating, and caring.                                          National Geographic has                                      rich online community.
                                                                               been in business for 35 years                                                                         people in Phase 1.
                 Activities encourage                                          and has strong brand loyalty.                                  Activities are designed for
                                                Agents earn up to 30%
                 parent involvement                                                                                                           both parent and child, as
                                                 of all personal sales.
                                                                                                                     at the museum            well as for the child only.        Sources:                                              1 million       our target
                                                                                                                                                                                 New Media Trend Watch, April 2012                                      market
                                                                                                                                                                                 The Financial Telegraph, April 2012
                                                                                                                The museum has limited
                                                                                                               hours from Wednesdays to                                          National Center for Education Statistics, 2011
              Kiwi Crate doesn’t address         Little Passports mostly                                                                                                         New Media Trend Watch, April 2012
                                                                                                                Sundays, 10am to 4pm.
                 cultural education.                 appeals to girls.            National Geographic’s
                                                                                                                                                 Culture Cave costs              The Financial Telegraph, April 2012
                                                                                   magazine has little
                                                                                                                   Activities are not             more than most
Weaknesses   Kiwi Crate has no integrated     Little Passports has minimal         content and lots of
                                                                                                                designed to involve both        subscription products
                digital component, no           online digital content, no        advertising for candy,
                                                                                                                    parents and kids.                  for kids.
              online community, and no         sharing community, and no        video games, and movies.
             dedicated play space for kids.   dedicated play space for kids.
                                                                                                                 The Museum doesn’t
                                                                                                               address cultural education.



                                                                                                                                                      spark! Culture Cave   11   6   spark! Culture Cave
business plan

User Experience                                                                                                                              Product Design
     CONFIRM                      OUT-OF-BOX                             USE                            SHARE                                PRODUCT
                                                                                                                                                                                                                        1   Sign Up Online        We offer 3 monthly subscription levels.

                                                                Parents note kids are more       Comment on spark! forum
Open access to spark! forum   Easy to set up and get started                                                                                 Kids like cool hangouts, they want your iPad, and
                                                                 informed and inquisitive
      Confirmation              High parental involvement                                                 mentions                            they love getting surprises.
     email from spark!                                          Activities bring parents and
                                    Both kid(s) and                     kids together                    Blog posts                          Imagine teaching kids about cultures from around
     1-week welcome                parent(s) involved
   notification postcard                                          Kids sharing with parents      spark! community upload page                 the world in a cool hangout, through interactive
                                                                      their creations                                                        iPad games and many fun hands-on-activities.
                                                                                                       iTunes review
                                Simple tasks child can do         Using code to download
                                                                     new country app                  word-of-mouth
                               Carrying case for the tent                                                                                    Here’s how it works:
                                    and accessories            Parents arrange playdates with     Review country on spark!
                                                                                                          website
                                    30-minute setup
                                                                                                 Teacher recommendations
                                     Download app                                                                                             2    Receive your Setup Kit Your Setup Kit will arrive in a               3   Receive your Monthly Country Kit The Monthly Kit
                                 Watch online video on                                                                                             couple of weeks. It includes the Culture Cave tent, a world map, a       includes a traditional story, hands-on activities, and an iPad app
                                tablet for setting up tent                                                                                         passport, and instructions for the iPad app.                             secret story code. Each month, a new country is featured.




                                Both kid(s) and parent(s)
                                        involved

                                   coming in the mail
                                                                                                 spark! Gallery (showcase of
                                Simple tasks child can do                                           kid-generated work)
                                                                   Kids sharing activities
     1-week welcome            Carrying case for the tent             with each other                 word-of-mouth
   notification postcard             and accessories



                                                                                                                  spark! Culture Cave   17   12 spark! Culture Cave
business plan

Marketing Strategy                                                          Company Growth
MARKETING                                                                   COMPANY GROWTH

                                                                            Plan of Action                                                                     Future Projections
                                                                            PHASE 1                                                                            End of Year One
                                                                            In Phase One, we are planning to sell our product to middle-class parents          We plan to sell 12,500 kits in Year One.
Advertising
spark! Culture Cave will run advertisements in different media channels
                                                                            kit sales per week. We will be selling through our own website, Scholastic         End of Year Two
                                                                            magazine, and Amazon.
such as travel and family magazines, mommy blogs, Scholastic catalog and                                                                                       We plan to double our sales to 25,000 kits in Year Two.
children-focused websites.
                                                                            PHASE 2
Complimentary sample kits                                                   In Phase Two, we will develop software compatibility with other tablets and
                                                                            establish partnerships with gaming platforms such as Wii. We will introduce
We will reach out to top media reviewers and educators and provide them
                                                                            a Netflix-style queue to allow parents and kids to arrange their own list of
with free samples to test our product and generate buzz.
                                                                            countries.
Word-of-Mouth                                                               PHASE 3
Our customers will also learn about us through different personal
                                                                            As our business picks up, we will extend our distribution channels to include
social circles such as from children’s classmates, teachers, friends, and
other families.
                                                                            retail stores such as bookstores, airports stores, museum stores, toy stores and                                     Airports
                                                                            specialty stores - and eventually implement a stand-alone Culture Cave store.


                                                                                                                                                                                   Museum
                                                                                                                                                                                  Gift Stores
                “Imagine traveling all
                                                                                                                                     More Countries                                                  Toy Stores
               over the world from the
                     same place!”
                                                                                                                                                  Queue

                                                                                                       PHASE 1                              PHASE 2                                                PHASE 3

20   spark! Culture Cave                                                    26   spark! Culture Cave
business plan

                  Financial Planning
ANCIALS

                                        Annual Budget               Revenue Projections

                                                                    Having shipped 250 kits per week by the end of Year 1, spark! Culture Cave
                                            YEAR ONE     YEAR TWO

                        Revenue
                                                                    million by the end of Year 2. Due to this growth, spark!’s annual income will

                     Service Costs

                                        OVERHEAD COSTS
                                                                                      Budget Distribution for Year One                              Budget Distribution for Year Two
                      Salary and
                     Administration

                       Marketing


                    Vendor Relations


                        Support


                      Total Costs


                     Annual Income


                     Startup Costs                          —                            36% Salaries and Administration                              20% Salaries and Administration
                                                                                          15% Marketing and Public Relations                          12% Marketing and Public Relations
                   Gross Profit Margin          —           24%                            14% Vendor Relations                                        15% Vendor Relations
                                                                                           3% Support                                                  3% Support
                                                                                         30% Cost of Services                                         31% Cost of Services
                                                                                          0% Annual Income                                            20% Annual Income

                                                                                                                                                                                        spark! Culture Cave 25
! Culture Cave
my research
principles
✓ User empathy first
✓ Build on others’ research
✓ Iterate, iterate, iterate
✓ Get out there!
✓ Embrace creative differences
✓ Turn surprises into opportunities
thank you
Allison V. Leach
www.allisonvleach.com

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Allison Leach 2013 Work Highlights

  • 1. Allison v. Leach design researcher and strategist
  • 2. in a nutshell Design researcher and strategist who studies the intricacies of human behavior to uncover insights that will inform and inspire design innovation.
  • 3. observer
  • 4. thinker
  • 5. researcher
  • 6. the road to design research Childhood: film, photography, and writing College: poetry and psychology at Brown Design school: Parsons and CCA Class: design research Thesis: cognitive design
  • 8. linkedin diverse education
  • 9. linkedin hybrid designer
  • 10. linkedin creative industries
  • 13. skills breakdown Graphic Design Interaction Design Design Research and Strategy
  • 14. Graphic Design skills breakdown adobe typography color theory creative suite training
  • 15. Interaction Design skills breakdown adobe IX theory basic html final cutsuite pro keynote creative training & cs3
  • 16. Interaction Design skills breakdown adobe IX theory basic html keynote creative suite training & cs3 final cut pro
  • 17. Interaction Design skills breakdown adobe IX theory keynote creative suite training basic html final cut pro & cs3
  • 18. Design Research and Strategy skills breakdown variety of needs data synthesis research identification and analysis methodologies defining design brand user experience principles and direction & planning opportunities market trends
  • 19. Design Research and Strategy skills breakdown variety of needs data synthesis research identification and analysis methodologies defining design brand user experience principles and direction & planning opportunities market trends
  • 20. my research principles • User empathy first • Build on others’ research • Iterate, iterate, iterate • Get out there! • Embrace creative differences • Turn surprises into opportunities
  • 21. my research principles • User empathy first • Build on others’ research • Iterate, iterate, iterate • Get out there! • Embrace creative differences • Turn surprises into opportunities
  • 22. Garmin approached us to conduct research for a new approach to Design Research and Strategy direction mapping that integrates elements of the natural world. case study 1 /3 skills breakdown Garmin • Prompt: GPS technology company Garmin approached my team of classmates to conduct research about how people use cues from the natural world to navigate. • Work: Research proposal, in-depth interviews, video of insights, a presentation of findings and design opportunities
  • 23. Garmin approached us to conduct documentation research for a new approach to direction mapping that integrates Discussion elements of the natural world. Guide Screener Last updated 10/17/11 Discussion Guide Team Calicocho Proposal Locations: mall, park, and city. A. Brief Intercept Interviews: Prompt: Our team will pretend to be lost, and ask nearby people how to get to a particular destination. These intercepts will last approximately one to five minutes in duration, depending Screener on their nature. Team Calicocho B. Voluntary Blog Solicitations A blog for gathering stories about navigation will be created. To advertise the blog, a post will be made on Craigslit. In addition, posters will be posted throughout CCA’s San Francisco main RECRUITING OBJECTIVE building. Students can contribute written stories, photos, and videos. Our team will curate the submitted post.  Recruit 12 participants to keep 10  All of the participants must speak English C. Formal Interview Process  The participants must frequently engage in non-car navigation. First Meeting  Participants must be a mix of 1. Introduction 2. Homework Discussion  design research consulting Residents (of various years) Recruit 2-3  Visitors/Tourists Recruit 3-4 Second Meeting 1. Map Drawing and Task Analysis.  Professional delivery workers Recruit 3-4 2. Interview Questions. 3. Map Alteration Opportunity.  Outdoor city officials (park guides, police officers) Recruit 2-3 project background  Participants must possess a mix of navigation skills (ranging from accurate, average, to poor) First Meeting  Garmin Ltd. develops consumer, aviation, and marine technologies for the Global The sample must represent a mix of technology-use levels (ranging from Introduction Positioning System. Most current Garmin devices can display the current location on frequent, average, to none) Hello, my name is ___________, and with me I also have __________and a map. The maps are vector-based and stored in the built-in memory or loaded from ____________who are working with me on this project. From this research, we want to know what elements of the natural world can help with navigation. We want to hear stories from your SCHEDULE life, no matter where, when, or whom with they occurred, that will give us a picture of what influences navigation in a positive and negative way. We are also going to discuss your ideas for  offers a wide variety of maps for purchase, including detailed road maps, topographic Ten (10) 1-hour contextual visits with the participant in their home. future solutions that will enhance your overall experience with navigation.  Five maps and nautical maps. Non-commercial maps are also available and can be displayed (5) of the ten (10) participants will be asked to lead us on a 30-minute on most Garmin GPS devices. walk from their home to one of their frequent destinations. Before we being our conversation, I want to explain a few rules: • I do not work for the company that is sponsoring this project, so feel free to express your honest opinions. You will not please or displease me if you say something for or against a certain topic. Disclaimer for Termination: • There are no right or wrong answers. research objectives • Please be careful to speak one at a time so we can hear you clearly onthe audio recording. Thanks for your time. Unfortunately we only needed a limited number of individuals in recording audio and video for research purposes only. The footage will not be used in • We are each profile and we have already recruited as many individuals as we need with thepublic. Garmin, maker of handheld and automobile GPS navigators, wants to develop a new profile that you represent. approach to direction mapping that integrates elements of the natural world that can Let us begin with your introductions: help with navigation. In support of this goal, Calicocho is conducting design research • Please tell me your name, and • What you do that will uncover unique insights into how people with navigational needs currently use INTRODUCTION (For use in interception-type recruiting) Homework Discussion signs in the natural world to get around. Good morning/afternoon/evening, my name is _________ and I am a graduate Homework Participants will receive directions for a homework exercise. They will use their own Design student of California College of the Arts. My classmates and I are currently conductingto take a minimum of 15 photos of a familiar route they frequently navigate without a car. camera a key questions study to understand how people with navigational needs currently use signs in the natural world to get around. I am not trying to sell you anything, and everything you say 1. How do people prepare for a trip to an unfamiliar destination? will be treated in the strictest confidence. Could I have a moment of your time to ask you a few questions? 2. How do people remember their routes? 3. What are the differences between navigating through nature and the labeled world? 4. What elements are important to people when giving or following directions/creating a mental map? 5. 6. How do navigation strategies and methods differ with extreme users (e.g. visually impaired or occupational navigators ) and non-extreme users? 2
  • 24. Garmin approached us to conduct methodology research for a new approach to direction mapping that integrates elements of the natural world. PHO TO D IA RY M A P D RAWIN G IN-D EPTH INT ERVIEW EXPERT IN T E RC EP T P UB LIC B LOG INT E RV IE W IN T E RV IEW
  • 25. user interviews Garmin approached us to conduct research for a new approach to and activities direction mapping that integrates elements of the natural world. demographics male female 0 2 4 6 8 10 bus riders walkers drivers subway riders bikers longboarders 0 2 4 6 8 10 online map car GPS stand-alone GPS smartphone GPS 0 2 4 6 8 10 ALLEN ARIEL
  • 26. video interview Garmin approached us to conduct research for a new approach to synthesis direction mapping that integrates elements of the natural world.
  • 27. Garmin approached us to conduct findings research for a new approach to direction mapping that integrates elements of the natural world. “bad lost” / “good lost” CONTRADICTION #1: navigation strategies “I use my GPS all the time, but I really learning wish I could navigate without it.” pro-active learners / instinctive learners pride in navigational skills CONTRADICTION #2: “I sometimes enjoy getting lost. exploring growing use of GPS I’ll even get lost on purpose!” CONTRADICTION #3: direction- “I don’t use a GPS to give directions.” giving B RY C E A R IE L giving directions park / downtown bodily orientation empathy accuracy GPS non-usage memorable units of information
  • 28. Garmin approached us to conduct recommendations research for a new approach to direction mapping that integrates elements of the natural world. design opportunity: a desired navigation experience: creates a learning adventure supports An interactive system that encourages people to: and empathy build upon their innate navigational evokes a multi-sensory journey capabilities learn about and explore their surroundings LE A R NING EXP LORIN G G IVIN G D IR EC TI ON S
  • 29. Design Research and Strategy case study 2 /3 skills breakdown thesis • Overview: An investigation of cognitive design as a tool for productive behavior • Work: Primary and secondary research; surveys; interviews; critical writing; concept prototyping; generation of cognitive design insights and design opportunities
  • 30. my research principles • User empathy first • Build on others’ research • Iterate, iterate, iterate • Get out there! • Embrace creative differences • Turn surprises into opportunities
  • 31. topic Statement: Leveraging our modern knowledge of cognitive science, how might designers create artifacts that motivate people toward positive behaviors - particularly those related to productivity and willpower- to improve overall well-being?
  • 33. research Secondary: Existing Data READING LIST KEY ELEMENTS OF MOTIVATION COGNITIVE BIASES Behavior Flow 3 Drives Motivation Biological Drive Motivation Symbolic Skill Autonomy Ability Rewards & Punishments Rules Mastery Trigger Intrinsic Rewards Goal Purpose Feedback Awe Herd Instinct Hawthorne Effect Reactance Irrational Instills a sense of When people adopt the The tendency to act differently The urge to do the Mental activities: Psychological timelessness; behaviors and opinions of when someone knows they are opposite of what Dangers of rules, a goal, and a nudges in a game reasoning is promotes helpfulness; the majority being observed someone wants you to extrinsic rewards way of obtaining have a real impact everywhere, such BJ Fogg Mihaly Daniel Pink encourages do out of a need to resist feedback in guiding behavior as the power of stanford social Csikszentmihalyi social norms author of drive experiential purchases a perceived attempt to scientist author of flow constrain your freedom of choice
  • 34. research Secondary: Existing Data READING LIST KEY ELEMENTS OF MOTIVATION COGNITIVE BIASES Behavior Flow 3 Drives Motivation Biological Drive Motivation Symbolic Skill Autonomy Ability Rewards & Punishments Rules Mastery Trigger Intrinsic Rewards Goal Purpose Feedback Awe Herd Instinct Hawthorne Effect Reactance Irrational Instills a sense of When people adopt the The tendency to act differently The urge to do the Mental activities: Psychological timelessness; behaviors and opinions of when someone knows they are opposite of what Dangers of rules, a goal, and a nudges in a game reasoning is promotes helpfulness; the majority being observed someone wants you to extrinsic rewards way of obtaining have a real impact everywhere, such BJ Fogg Mihaly Daniel Pink encourages do out of a need to resist feedback in guiding behavior as the power of stanford social Csikszentmihalyi social norms author of drive experiential purchases a perceived attempt to scientist author of flow constrain your freedom of choice Primary: Interviews and Experiments ONLINE SURVEY: Motivation and You ONLINE SURVEY:Allison Leach and You Motivation SOCIAL EXPERIMENT Q: Does awe inspire timelessness and increase helpfulness? CONTEXT METHOD RESULTS CONTEXT METHOD RESULTS Survey Takeaways • Intrinsic rewards trump • Gambling no; all others gamification sometimes; music yes • Motivated but habits hard to form • Experiential expenditures > future • Tricks help to get things investments Study: awe gives people Group A: Nature video Awe instilled, but done greater time-availability, negligible change in time • People like reminders Group B: Instructional video perception and mood • Social support keeps and are influenced by reduces irritability, people in line makes them act more social guilt Group C: No video Uniform volunteerism in generously What types of rewards do you value? Questionnaire followed by the clean-up event volunteer opportunity Limited pool of participants
  • 37. prototypes First Iteration
  • 38. prototypes First Iteration
  • 39. prototypes Second Iteration
  • 40. prototypes Partners: Janette and Maria Willpower Challenge: Procrastination Second Iteration Study Length: Monday 3/11 through Sunday 3/17 ImPulse Bracelet MUTUAL SUPPORT GROUP YOU YOUR PARTNER MONITOR Directions MAKE TO-DO LISTS RECEIVE NOTICE PROCRASTINATING? TURN ON IMPULSE DO ACTIVITY SEND PROGRESS ALL SET! SET-UP SCHMET-UP GET ‘ER DONE HOW YOU DOING? 1. Email the Monitor a list of 3. Wear your ImPulse bracelet 6. Periodically, The Monitor will (1) your Top 3 Long-Term Monday through Sunday as often as remind you to check in with Goals and (2) your Top 3 possible. On your wrist, belt loop, or your partner. Let your partner Temptations (unproductive backpack - whatever works best! know how you’re doing by
  • 41. insights & Recommendations Work in progress!
  • 42. spark! Design Research and Strategy case study 3 /3 skills breakdown culture cave • Product: A toy that teaches kids about culture through traditional stories enhanced by interactive, open-ended, and hands-on activities that spring from that narrative. • Work: Market research; ethnographic research; interviews; prototype testing; comprehensive business plan
  • 43. my research principles • User empathy first • Build on others’ research • Iterate, iterate, iterate • Get out there! • Embrace creative differences • Turn surprises into opportunities
  • 44. ethnography Kids and Technology spark! Culture Cave 3 spark! Culture Cave 7
  • 45. product design PRODUCT The Unique iPad App Unlike other subscription products for kids on the market, the Culture Cave App leverages the iPad’s video, audio, interaction, and camera functionality to deliver an immersive and holistic cultural educational experience. The Coolest of Hangouts No other subscription service offers Culture Cave’s tent—a place kids can claim as their own, and where they can enjoy an immersive audio experience. A Variety of Proven Activities A Vibrant Online Community Kids can do Culture Cave activities on their own or with their parents or The Culture Cave website hosts a Forum for parents to share experiences friends. Our activities are created by native country experts and then vetted and ideas, a Gallery for kids to upload their favorite works, and a Cultural by educators, parents, and kids. Event Calendar to learn about upcoming happenings.
  • 46. prototype testing 4 spark! Culture Cave
  • 47. business plan Company Identity CAVE THE SOLUTION: CULTURE BRANDING ween Color Palette spark! Logo spark! a Brand Attributes his is Our Mission Culture Cave Logo cheerful inspiring insightful To be the leading provider of fun, holistic, immersive and interactive cultural curious surprising creative education for children. silly trustworthy spark! Our Vision ough To help raise the next generation of global citizens. Brand Typeface Our Values Brandon Grotesque: We will always put kids first. Thin Light Regular We will provide multicultural education that is fun and promotes respect. Medium Bold Black We will encourage children to continuously explore and question. 18 spark! Culture Cave spark! Culture Cave 5
  • 48. business plan Industry Landscape Market Identification COMPETITION TARGET MARKET Little National Geographic Children’s Kiwi Crate Culture Cave Passports Magazine for Kids Creativity Museum Monthly magazine with Current iPad Market (US) Monthly subscription information about animals, Monthly subscription of Monthly subscription of An interactive art and of materials for arts and materials focused on learning science, technology, technology museum for kids materials that encourage Parents own approximately 61% of all iPads. projected crafts, science activities, archaeology, geography, learning about Primary and open-ended play about other countries and pop culture - plus jokes, foreign cultures In 2012, parents owned 25.5 million iPads. 60.8 million iPad users For kids ages 3 to 12 Offerings For kids ages 5 to 10 games, and activities. ( 2014 ) For kids ages 3 to 7 For kids ages 5 to 10 Overall iPad ownership is on the rise with a Memberships range from For kids ages 6 to 14 projected 31% growth by 2014. The total number of iPad-owning parents will likely 41.9 million all iPad owners increase proportionally to 37 million by 2014. ( 2012 ) The museum offers many Culture Cave offers Approximately 40% of all school children in Includes a letter from hands-on activities. Founded by a former eBay a dedicated sound- and PayPal executive, a fictional travelers Sam Kids have free online access equipped play space, the US are between the ages of 5 and 9. and Sofia describing their Membership includes: PayPal cofounder, and an to games, videos, photos, iPad-based games and ex-Yahoo product manager. foreign country adventures hands-on activities. We thus estimate our total market—iPad owning parents with children between the Subscription includes only events Kits address specific National Geographic is Kids can share their ages of 5 and 9 in the US—to be around 10 iPad owning Strengths developmental areas access to online games a well-known and well- favorite work online. 25.5 million such as creating, and activities respected brand. million. parents openings and special moving, discovering, performances Parents have access to a Of that population, we will target 1 million ( 2012 ) Little Passports offers communicating, and caring. National Geographic has rich online community. been in business for 35 years people in Phase 1. Activities encourage and has strong brand loyalty. Activities are designed for Agents earn up to 30% parent involvement both parent and child, as of all personal sales. at the museum well as for the child only. Sources: 1 million our target New Media Trend Watch, April 2012 market The Financial Telegraph, April 2012 The museum has limited hours from Wednesdays to National Center for Education Statistics, 2011 Kiwi Crate doesn’t address Little Passports mostly New Media Trend Watch, April 2012 Sundays, 10am to 4pm. cultural education. appeals to girls. National Geographic’s Culture Cave costs The Financial Telegraph, April 2012 magazine has little Activities are not more than most Weaknesses Kiwi Crate has no integrated Little Passports has minimal content and lots of designed to involve both subscription products digital component, no online digital content, no advertising for candy, parents and kids. for kids. online community, and no sharing community, and no video games, and movies. dedicated play space for kids. dedicated play space for kids. The Museum doesn’t address cultural education. spark! Culture Cave 11 6 spark! Culture Cave
  • 49. business plan User Experience Product Design CONFIRM OUT-OF-BOX USE SHARE PRODUCT 1 Sign Up Online We offer 3 monthly subscription levels. Parents note kids are more Comment on spark! forum Open access to spark! forum Easy to set up and get started Kids like cool hangouts, they want your iPad, and informed and inquisitive Confirmation High parental involvement mentions they love getting surprises. email from spark! Activities bring parents and Both kid(s) and kids together Blog posts Imagine teaching kids about cultures from around 1-week welcome parent(s) involved notification postcard Kids sharing with parents spark! community upload page the world in a cool hangout, through interactive their creations iPad games and many fun hands-on-activities. iTunes review Simple tasks child can do Using code to download new country app word-of-mouth Carrying case for the tent Here’s how it works: and accessories Parents arrange playdates with Review country on spark! website 30-minute setup Teacher recommendations Download app 2 Receive your Setup Kit Your Setup Kit will arrive in a 3 Receive your Monthly Country Kit The Monthly Kit Watch online video on couple of weeks. It includes the Culture Cave tent, a world map, a includes a traditional story, hands-on activities, and an iPad app tablet for setting up tent passport, and instructions for the iPad app. secret story code. Each month, a new country is featured. Both kid(s) and parent(s) involved coming in the mail spark! Gallery (showcase of Simple tasks child can do kid-generated work) Kids sharing activities 1-week welcome Carrying case for the tent with each other word-of-mouth notification postcard and accessories spark! Culture Cave 17 12 spark! Culture Cave
  • 50. business plan Marketing Strategy Company Growth MARKETING COMPANY GROWTH Plan of Action Future Projections PHASE 1 End of Year One In Phase One, we are planning to sell our product to middle-class parents We plan to sell 12,500 kits in Year One. Advertising spark! Culture Cave will run advertisements in different media channels kit sales per week. We will be selling through our own website, Scholastic End of Year Two magazine, and Amazon. such as travel and family magazines, mommy blogs, Scholastic catalog and We plan to double our sales to 25,000 kits in Year Two. children-focused websites. PHASE 2 Complimentary sample kits In Phase Two, we will develop software compatibility with other tablets and establish partnerships with gaming platforms such as Wii. We will introduce We will reach out to top media reviewers and educators and provide them a Netflix-style queue to allow parents and kids to arrange their own list of with free samples to test our product and generate buzz. countries. Word-of-Mouth PHASE 3 Our customers will also learn about us through different personal As our business picks up, we will extend our distribution channels to include social circles such as from children’s classmates, teachers, friends, and other families. retail stores such as bookstores, airports stores, museum stores, toy stores and Airports specialty stores - and eventually implement a stand-alone Culture Cave store. Museum Gift Stores “Imagine traveling all More Countries Toy Stores over the world from the same place!” Queue PHASE 1 PHASE 2 PHASE 3 20 spark! Culture Cave 26 spark! Culture Cave
  • 51. business plan Financial Planning ANCIALS Annual Budget Revenue Projections Having shipped 250 kits per week by the end of Year 1, spark! Culture Cave YEAR ONE YEAR TWO Revenue million by the end of Year 2. Due to this growth, spark!’s annual income will Service Costs OVERHEAD COSTS Budget Distribution for Year One Budget Distribution for Year Two Salary and Administration Marketing Vendor Relations Support Total Costs Annual Income Startup Costs — 36% Salaries and Administration 20% Salaries and Administration 15% Marketing and Public Relations 12% Marketing and Public Relations Gross Profit Margin — 24% 14% Vendor Relations 15% Vendor Relations 3% Support 3% Support 30% Cost of Services 31% Cost of Services 0% Annual Income 20% Annual Income spark! Culture Cave 25 ! Culture Cave
  • 52. my research principles ✓ User empathy first ✓ Build on others’ research ✓ Iterate, iterate, iterate ✓ Get out there! ✓ Embrace creative differences ✓ Turn surprises into opportunities
  • 53. thank you Allison V. Leach www.allisonvleach.com