This document proposes a long-term goal management system called The Goal Buddy System (GBS) that uses an experiential approach through gameplay, social interaction, and tangible interaction to encourage goal achievement. The GBS connects two friends, called goal buddies, who use a handheld device linked to a desktop app. They meet regularly to discuss progress, commit to tasks, and provide challenges for each other. The system aims to amplify the goal process rather than compress it. It incorporates three principles: inquiry through goal assessment questions, accountability through discussions between goal buddies, and activity through assigned tasks and challenges. The document outlines the system's structure, cycle, and design investigations that embody the principles through tangible
Standards Based Assessment for the CTE Classroomccpc
Karen Nelson
Assistant Director, Curriculum & Instruction
Los Angeles County ROP
Downey, CA
Sarah Vielma
Consultant, Business Occupations
Los Angeles County ROP
Downey, CA
Herb Smith
Graphics Instructor
La Crescenta High School
La Crescenta, CA
Linking teaching and learning to test scores is of critical importance as career technical education demonstrates standards based instruction and support of academic standards through assessment. This workshop will provide an overview of a process to increase student achievement through instructional change.
Grouputer Virtual Workshops Go Beyond Web Conferencing
Grouputer is an advanced e-collaboration programs that accelerates and improves decision making and learning in local and distributed workshops, meetings, surveys and training.
The Grouputer application solves the problem of formulating and documenting complex plans in virtual workshops by combining standard web conferencing tools with GDSS (Group Decision Support System) tools in a single software application.
Customers describe Grouputer as “web conferencing on steroids" because it enables complex planning to be conducted in virtual workshops that would otherwise require lengthy and expensive face-to-face meetings.
While web conferencing tools enable information and expertise sharing in presentations, documents and the web, GDSS tools actively engage participants in collaborative critical thinking activities achieving better solutions, with buy in and commitment.
Ideas from team members are recorded in text and processed using problem solving and planning methods such as agenda setting, brainstorming, categorizing, prioritizing, evaluation and action planning.
Formatted reports document workshop output ready for immediate distribution. A Process Builder is available to template meeting methodologies and training programs for repeat use and corporate consistency.
According to Gartner, when web conferencing tools are combined with GDSS meeting performance is enhanced and there are fewer dysfunctional meetings.
Fortune 500 companies, Defence, and consultants use Grouputer in intensive planning projects in real time or at times convenient to participants.
Customer applications include business and process improvement, Six Sigma/Lean, risk and project management and strategy development for sales, marketing, HR, information technology and operations.
Grouputer offers program and application security and is available as a hosted service and perpetual licence.
This document outlines Noah Raford's PhD thesis proposal on comparing online scenario planning approaches to traditional in-person methods. The proposal includes an introduction on scenario planning, its purported benefits, and challenges in public settings. It then poses two research questions on whether and how web-based participatory approaches can add value. Following sections will review relevant literature on planning support systems, urban planning, policy, scenario planning and ICT/web platforms, and outline the study design and methodology.
The document outlines the key competencies of a management consultant according to the CMC Standards. It details the values and behaviors consultants should demonstrate, including adhering to ethical guidelines and demonstrating integrity. It also lists the analytical, relationship building, and personal development skills needed, such as effective communication, accountability, and time management. Finally, it describes the technical competencies in areas like specialization, project management, and risk assessment, as well as the business acumen required regarding the consulting industry, commercial aspects, and understanding the client's business.
The document discusses modeling the consumer journey to deliver actionable insights using metrics that inform relationship marketing. It introduces a deep relationship marketing attribution model that leverages cognitive influences to provide a strategic framework and tactics. The model depicts the consumer journey through awareness, consideration, purchase, and advocacy phases and how understanding cognitive drivers can develop effective marketing strategies.
Three strategic models for social business including the Social Engagement Journey, Relationship Progression and the Social Engagement Matrix. Can be used as either a diagnostic ("Where is our enterprise today?") or a roadmap ("Where does our enterprise want to go in the future?") in creating a social business strategy.
The strategic planning process requires effective communication and clear thinking. Gathering and analyzing data from inside and outside of an organization – and subsequently turning those data into information – requires clear and concise communication between all of the involved parties. Likewise, taking the acquired information and developing an understanding of it such that appropriate strategies can be developed and actions taken requires extreme clarity of thought. The best way to synthesize data into information and information into strategy is by thinking and communicating visually during the planning process.
Standards Based Assessment for the CTE Classroomccpc
Karen Nelson
Assistant Director, Curriculum & Instruction
Los Angeles County ROP
Downey, CA
Sarah Vielma
Consultant, Business Occupations
Los Angeles County ROP
Downey, CA
Herb Smith
Graphics Instructor
La Crescenta High School
La Crescenta, CA
Linking teaching and learning to test scores is of critical importance as career technical education demonstrates standards based instruction and support of academic standards through assessment. This workshop will provide an overview of a process to increase student achievement through instructional change.
Grouputer Virtual Workshops Go Beyond Web Conferencing
Grouputer is an advanced e-collaboration programs that accelerates and improves decision making and learning in local and distributed workshops, meetings, surveys and training.
The Grouputer application solves the problem of formulating and documenting complex plans in virtual workshops by combining standard web conferencing tools with GDSS (Group Decision Support System) tools in a single software application.
Customers describe Grouputer as “web conferencing on steroids" because it enables complex planning to be conducted in virtual workshops that would otherwise require lengthy and expensive face-to-face meetings.
While web conferencing tools enable information and expertise sharing in presentations, documents and the web, GDSS tools actively engage participants in collaborative critical thinking activities achieving better solutions, with buy in and commitment.
Ideas from team members are recorded in text and processed using problem solving and planning methods such as agenda setting, brainstorming, categorizing, prioritizing, evaluation and action planning.
Formatted reports document workshop output ready for immediate distribution. A Process Builder is available to template meeting methodologies and training programs for repeat use and corporate consistency.
According to Gartner, when web conferencing tools are combined with GDSS meeting performance is enhanced and there are fewer dysfunctional meetings.
Fortune 500 companies, Defence, and consultants use Grouputer in intensive planning projects in real time or at times convenient to participants.
Customer applications include business and process improvement, Six Sigma/Lean, risk and project management and strategy development for sales, marketing, HR, information technology and operations.
Grouputer offers program and application security and is available as a hosted service and perpetual licence.
This document outlines Noah Raford's PhD thesis proposal on comparing online scenario planning approaches to traditional in-person methods. The proposal includes an introduction on scenario planning, its purported benefits, and challenges in public settings. It then poses two research questions on whether and how web-based participatory approaches can add value. Following sections will review relevant literature on planning support systems, urban planning, policy, scenario planning and ICT/web platforms, and outline the study design and methodology.
The document outlines the key competencies of a management consultant according to the CMC Standards. It details the values and behaviors consultants should demonstrate, including adhering to ethical guidelines and demonstrating integrity. It also lists the analytical, relationship building, and personal development skills needed, such as effective communication, accountability, and time management. Finally, it describes the technical competencies in areas like specialization, project management, and risk assessment, as well as the business acumen required regarding the consulting industry, commercial aspects, and understanding the client's business.
The document discusses modeling the consumer journey to deliver actionable insights using metrics that inform relationship marketing. It introduces a deep relationship marketing attribution model that leverages cognitive influences to provide a strategic framework and tactics. The model depicts the consumer journey through awareness, consideration, purchase, and advocacy phases and how understanding cognitive drivers can develop effective marketing strategies.
Three strategic models for social business including the Social Engagement Journey, Relationship Progression and the Social Engagement Matrix. Can be used as either a diagnostic ("Where is our enterprise today?") or a roadmap ("Where does our enterprise want to go in the future?") in creating a social business strategy.
The strategic planning process requires effective communication and clear thinking. Gathering and analyzing data from inside and outside of an organization – and subsequently turning those data into information – requires clear and concise communication between all of the involved parties. Likewise, taking the acquired information and developing an understanding of it such that appropriate strategies can be developed and actions taken requires extreme clarity of thought. The best way to synthesize data into information and information into strategy is by thinking and communicating visually during the planning process.
VisionChange* is a not-for-profit that utilizes microworkers and mobile technology to provide project evaluation and engagement services, such as needs assessments, monitoring, impact assessments and donor engagement, to grant-making institutions operating in communities in need. These services address challenges of minimizing costs, improving accountability and ensuring funds reach the poorest, while providing microworkers opportunities for regular income. The vision is to complement traditional aid assessment and engagement through cost-efficient crowdsourcing of microtasks.
Evaluation of a Systems Engineering Approach to using a Virtual Reality Game ...Alasdair Thin
Evaluation of a Systems Engineering Approach to using a Virtual Reality Game for Rehabilitation of Motor Function presented at ISAGA Conference, Singapore, 2009
This document provides strategies for adopting social business software. It discusses establishing goals and objectives, promoting openness while maintaining structure, demonstrating value to encourage participation, and ensuring usability. The key is balancing openness with guidelines to facilitate productive behaviors and adoption while allowing for innovation. Stakeholder buy-in and communicating clear benefits are also important for success.
IJERA (International journal of Engineering Research and Applications) is International online, ... peer reviewed journal. For more detail or submit your article, please visit www.ijera.com
The document discusses evaluating the implementation of a reading program for 5-7 year old children. Key implementation questions include whether volunteers and coordinators implement the program as designed, whether volunteers receive needed training and support, and whether the discussion group model is meeting resident expectations. Evaluating implementation helps determine what actually happens in the program, its characteristics, who participates, what works and doesn't work, and why the program was or wasn't effective. It allows improvements to be made while the program is developing.
EasE is an electronic assessment simulation exercise developed by Hudson to assess competencies and potential of high talents. It measures not only current competencies but also future potential through an interactive in-tray exercise that can be completed within two hours. Using artificial intelligence, EasE objectively evaluates participants' decisions as they take on the role of CEO, collecting information, making decisions, planning strategically, and presenting their plan. It provides an automated report with objective scores and explanations to help make critical talent management decisions.
Successful change is about the who, rather than the what, why or howBSG (UK)
Successful change focuses on stakeholders rather than objectives. A change embedded in a business through stakeholder engagement delivers more benefit than one fully addressing objectives but neglecting stakeholders. The document advocates analyzing stakeholder sentiment, continuously involving stakeholders, and addressing their needs and concerns to ensure successful change implementation. It presents a stakeholder-centric approach using sentiment analysis and interventions to monitor and improve stakeholder experience throughout the change process.
Purpose-Driven Meeting Design and Facilitation for Stakeholder Engagementghpc
The Georgia Health Policy Center presented this poster at the HIA of the Americas Conference in Oakland, CA in October 2011.
Stakeholder engagement is crucial to Health Impact Assessments (HIA). Valuable information for each step of HIA can be obtained through stakeholder meetings
and important relationships can be developed among diverse participants. For stakeholder engagement to be most effective, meetings should utilize adult
learning principles to enhance varied learning styles and an active information exchange.
Validation of User Intentions in Process ModelsGerd Groener
This document discusses validating user intentions in process models. It proposes representing goals and process activities using description logics to formally detect inconsistencies between them. Goals and their relationships are represented as concepts in one knowledge base, while activities and control flows are represented in another. Mappings between goals and activities allow detecting strong or potential inconsistencies by comparing their relationship expressions. Resolving inconsistencies may require changing mappings, relationships, or both models. Formalizing both perspectives aims to automatically validate that process executions fully achieve user intentions.
Stellmach.2011.designing gaze supported multimodal interactions for the explo...mrgazer
This document describes research into designing gaze-supported multimodal interactions for exploring large image collections. Specifically, it investigates combining eye gaze with a touch-and-tilt mobile device or keyboard to control an adaptive fisheye lens visualization. User interviews were conducted to understand how people would want to use such input combinations for browsing images. Based on this feedback, a prototype system was developed using a SpringLens technique with gaze and a touch device. A user study provided insights into how well the gaze-supported interaction techniques were experienced.
Collaborative Task Assignment on Tabletop ComputerChayan Deb
1) The document summarizes a student project exploring the use of tabletop computers for collaborative work.
2) Research included studying precedent applications, traditional tabletop practices, and the evolution of tabletop computers. Interviews found face-to-face collaboration beneficial for discussion, planning, and consensus.
3) A prototype was developed for task assignment on a Microsoft Surface tabletop. Design considerations included public/private work areas and representing tasks as movable "cards" to leverage benefits of both virtual and face-to-face collaboration.
12 1012 m3 bpp manchester km 1 ver 0102ma-design.com
The document discusses key concepts in knowledge management (KM), including definitions of KM, types of knowledge (tacit vs explicit), and KM processes. It provides an overview of the SECI model of knowledge conversion and discusses how one company, ARES, approaches KM by integrating it into their business processes. The document also references perspectives on KM from thought leaders in the field and includes a list of references for further reading.
This document discusses dimensions of work integrated assessment. It recommends introducing multiple assessment points including surprises, using peer feedback and review, setting different audiences, providing light structure for problems using real world data, and encouraging collaborative work in teams to mirror employment tasks.
This document provides module descriptions for a 3-hour talent engagement program. The modules are grouped into three categories: Managing and Leading Others, Communicating with Others, and Personal Performance. Some of the module topics include building trust, coaching for career development, conducting performance appraisals, preventing a hostile work environment, excelling at customer service, and managing stress. The modules aim to teach managers and employees skills in areas like communication, change management, customer service, and personal performance.
Measure, reward , enhance: leverage user adoption with gamificationSasja Beerendonk
The document discusses gamification and how it can be used to encourage adoption of applications and processes. Gamification applies game design techniques and mechanics to non-game applications to motivate users. It works by measuring user behavior, setting goals and rewarding users with badges and points for achieving goals. This provides feedback, a sense of mastery and encourages desired behaviors through challenges and a compelling narrative. The document provides examples of gamification platforms that can be used to gamify social software like IBM Connections to improve employee engagement and adoption.
Soccnx III - Measure, reward , enhance: leverage user adoption with gamificationLetsConnect
Speakers: Sasja Beerendonk
When implementing social software such as IBM Connections within your organisation you will find that user adoption is key to success. When confronted with social software that requires a different work manner and attitude employees often find themselves clueless how to get started. Using gamification you can guide your employees step-by-step into the right direction, and take them to a higher level of understanding and using the tool. Kudos Badges and Bunchball Level Up use gamification techniques to leverage adoption of IBM Connections. This presentation will outline how gamification can enhance employees' understanding of Connections and what it takes to collaborate in a social and open manner. Through points, badges, levels and leaderboards a user is guided in the right direction and becomes more engaged. What is gamification? What motivates us? How can gamification be used to leverage adoption of Connections so it can contribute to the organisation's business goals? How does Kudos or Bunchball work? From Maslow’s Need to Pink’s Drive you will understand the basic concepts of motivation that gamification uses. You will see a live demo on gamification for Connections.
The document discusses using gamification techniques to encourage adoption of non-game applications and processes. Gamification applies game design elements like points, levels, badges and leaderboards to motivate behaviors. It can encourage people to engage with applications or influence how they are used. While gamification may improve short-term engagement, it does not directly solve business problems. The document provides examples of gamification platforms that can be used to measure and reward user behaviors in order to enhance adoption of social software like IBM Connections.
This document provides an overview of a webinar on becoming data informed for nonprofits. The webinar discusses moving from crawling to walking to running to flying in measurement maturity. It introduces a framework for measurement and encourages nonprofits to start with small pilots to build measurement habits. The webinar also discusses defining goals and key performance indicators, choosing the right tools, collecting qualitative data, and using data for decision making through regular reflection. Attendees are encouraged to critically evaluate if the time spent on social media is worth the results and costs through measurement.
A Theory of Gamification Principles Through Goal-Setting TheoryGustavo Tondello
Goal setting theory has been used for decades to explain how to motivate people to perform better in work related tasks, but more recently gamification has also gained attention as an alternative method to increase employee engagement and performance at work. However, despite goal setting and feedback being at the core of gameful implementations, there is a lack of literature explaining how gamification works through the lens of goal setting theory or suggesting how goal setting concepts and recommendations can be employed to improve gameful systems. Therefore, we present a conceptual framework that establishes a relationship between the goal setting concepts and gamification concepts and mechanisms. Next, we describe how this framework can help explain the mechanisms behind gamification and suggest potential improvements to current gameful design methods. Finally, we propose directions for future empirical research aimed to apply this conceptual framework in practice.
The document discusses logic models and their use for program planning and evaluation. It provides:
1) An overview of what a logic model is and how it visually links a program's resources, activities, outputs, and outcomes.
2) Examples of logic model templates that can help design, implement, and evaluate a program.
3) Guidance on developing a logic model by identifying resources, activities, outputs, and short and long-term outcomes.
VisionChange* is a not-for-profit that utilizes microworkers and mobile technology to provide project evaluation and engagement services, such as needs assessments, monitoring, impact assessments and donor engagement, to grant-making institutions operating in communities in need. These services address challenges of minimizing costs, improving accountability and ensuring funds reach the poorest, while providing microworkers opportunities for regular income. The vision is to complement traditional aid assessment and engagement through cost-efficient crowdsourcing of microtasks.
Evaluation of a Systems Engineering Approach to using a Virtual Reality Game ...Alasdair Thin
Evaluation of a Systems Engineering Approach to using a Virtual Reality Game for Rehabilitation of Motor Function presented at ISAGA Conference, Singapore, 2009
This document provides strategies for adopting social business software. It discusses establishing goals and objectives, promoting openness while maintaining structure, demonstrating value to encourage participation, and ensuring usability. The key is balancing openness with guidelines to facilitate productive behaviors and adoption while allowing for innovation. Stakeholder buy-in and communicating clear benefits are also important for success.
IJERA (International journal of Engineering Research and Applications) is International online, ... peer reviewed journal. For more detail or submit your article, please visit www.ijera.com
The document discusses evaluating the implementation of a reading program for 5-7 year old children. Key implementation questions include whether volunteers and coordinators implement the program as designed, whether volunteers receive needed training and support, and whether the discussion group model is meeting resident expectations. Evaluating implementation helps determine what actually happens in the program, its characteristics, who participates, what works and doesn't work, and why the program was or wasn't effective. It allows improvements to be made while the program is developing.
EasE is an electronic assessment simulation exercise developed by Hudson to assess competencies and potential of high talents. It measures not only current competencies but also future potential through an interactive in-tray exercise that can be completed within two hours. Using artificial intelligence, EasE objectively evaluates participants' decisions as they take on the role of CEO, collecting information, making decisions, planning strategically, and presenting their plan. It provides an automated report with objective scores and explanations to help make critical talent management decisions.
Successful change is about the who, rather than the what, why or howBSG (UK)
Successful change focuses on stakeholders rather than objectives. A change embedded in a business through stakeholder engagement delivers more benefit than one fully addressing objectives but neglecting stakeholders. The document advocates analyzing stakeholder sentiment, continuously involving stakeholders, and addressing their needs and concerns to ensure successful change implementation. It presents a stakeholder-centric approach using sentiment analysis and interventions to monitor and improve stakeholder experience throughout the change process.
Purpose-Driven Meeting Design and Facilitation for Stakeholder Engagementghpc
The Georgia Health Policy Center presented this poster at the HIA of the Americas Conference in Oakland, CA in October 2011.
Stakeholder engagement is crucial to Health Impact Assessments (HIA). Valuable information for each step of HIA can be obtained through stakeholder meetings
and important relationships can be developed among diverse participants. For stakeholder engagement to be most effective, meetings should utilize adult
learning principles to enhance varied learning styles and an active information exchange.
Validation of User Intentions in Process ModelsGerd Groener
This document discusses validating user intentions in process models. It proposes representing goals and process activities using description logics to formally detect inconsistencies between them. Goals and their relationships are represented as concepts in one knowledge base, while activities and control flows are represented in another. Mappings between goals and activities allow detecting strong or potential inconsistencies by comparing their relationship expressions. Resolving inconsistencies may require changing mappings, relationships, or both models. Formalizing both perspectives aims to automatically validate that process executions fully achieve user intentions.
Stellmach.2011.designing gaze supported multimodal interactions for the explo...mrgazer
This document describes research into designing gaze-supported multimodal interactions for exploring large image collections. Specifically, it investigates combining eye gaze with a touch-and-tilt mobile device or keyboard to control an adaptive fisheye lens visualization. User interviews were conducted to understand how people would want to use such input combinations for browsing images. Based on this feedback, a prototype system was developed using a SpringLens technique with gaze and a touch device. A user study provided insights into how well the gaze-supported interaction techniques were experienced.
Collaborative Task Assignment on Tabletop ComputerChayan Deb
1) The document summarizes a student project exploring the use of tabletop computers for collaborative work.
2) Research included studying precedent applications, traditional tabletop practices, and the evolution of tabletop computers. Interviews found face-to-face collaboration beneficial for discussion, planning, and consensus.
3) A prototype was developed for task assignment on a Microsoft Surface tabletop. Design considerations included public/private work areas and representing tasks as movable "cards" to leverage benefits of both virtual and face-to-face collaboration.
12 1012 m3 bpp manchester km 1 ver 0102ma-design.com
The document discusses key concepts in knowledge management (KM), including definitions of KM, types of knowledge (tacit vs explicit), and KM processes. It provides an overview of the SECI model of knowledge conversion and discusses how one company, ARES, approaches KM by integrating it into their business processes. The document also references perspectives on KM from thought leaders in the field and includes a list of references for further reading.
This document discusses dimensions of work integrated assessment. It recommends introducing multiple assessment points including surprises, using peer feedback and review, setting different audiences, providing light structure for problems using real world data, and encouraging collaborative work in teams to mirror employment tasks.
This document provides module descriptions for a 3-hour talent engagement program. The modules are grouped into three categories: Managing and Leading Others, Communicating with Others, and Personal Performance. Some of the module topics include building trust, coaching for career development, conducting performance appraisals, preventing a hostile work environment, excelling at customer service, and managing stress. The modules aim to teach managers and employees skills in areas like communication, change management, customer service, and personal performance.
Measure, reward , enhance: leverage user adoption with gamificationSasja Beerendonk
The document discusses gamification and how it can be used to encourage adoption of applications and processes. Gamification applies game design techniques and mechanics to non-game applications to motivate users. It works by measuring user behavior, setting goals and rewarding users with badges and points for achieving goals. This provides feedback, a sense of mastery and encourages desired behaviors through challenges and a compelling narrative. The document provides examples of gamification platforms that can be used to gamify social software like IBM Connections to improve employee engagement and adoption.
Soccnx III - Measure, reward , enhance: leverage user adoption with gamificationLetsConnect
Speakers: Sasja Beerendonk
When implementing social software such as IBM Connections within your organisation you will find that user adoption is key to success. When confronted with social software that requires a different work manner and attitude employees often find themselves clueless how to get started. Using gamification you can guide your employees step-by-step into the right direction, and take them to a higher level of understanding and using the tool. Kudos Badges and Bunchball Level Up use gamification techniques to leverage adoption of IBM Connections. This presentation will outline how gamification can enhance employees' understanding of Connections and what it takes to collaborate in a social and open manner. Through points, badges, levels and leaderboards a user is guided in the right direction and becomes more engaged. What is gamification? What motivates us? How can gamification be used to leverage adoption of Connections so it can contribute to the organisation's business goals? How does Kudos or Bunchball work? From Maslow’s Need to Pink’s Drive you will understand the basic concepts of motivation that gamification uses. You will see a live demo on gamification for Connections.
The document discusses using gamification techniques to encourage adoption of non-game applications and processes. Gamification applies game design elements like points, levels, badges and leaderboards to motivate behaviors. It can encourage people to engage with applications or influence how they are used. While gamification may improve short-term engagement, it does not directly solve business problems. The document provides examples of gamification platforms that can be used to measure and reward user behaviors in order to enhance adoption of social software like IBM Connections.
This document provides an overview of a webinar on becoming data informed for nonprofits. The webinar discusses moving from crawling to walking to running to flying in measurement maturity. It introduces a framework for measurement and encourages nonprofits to start with small pilots to build measurement habits. The webinar also discusses defining goals and key performance indicators, choosing the right tools, collecting qualitative data, and using data for decision making through regular reflection. Attendees are encouraged to critically evaluate if the time spent on social media is worth the results and costs through measurement.
A Theory of Gamification Principles Through Goal-Setting TheoryGustavo Tondello
Goal setting theory has been used for decades to explain how to motivate people to perform better in work related tasks, but more recently gamification has also gained attention as an alternative method to increase employee engagement and performance at work. However, despite goal setting and feedback being at the core of gameful implementations, there is a lack of literature explaining how gamification works through the lens of goal setting theory or suggesting how goal setting concepts and recommendations can be employed to improve gameful systems. Therefore, we present a conceptual framework that establishes a relationship between the goal setting concepts and gamification concepts and mechanisms. Next, we describe how this framework can help explain the mechanisms behind gamification and suggest potential improvements to current gameful design methods. Finally, we propose directions for future empirical research aimed to apply this conceptual framework in practice.
The document discusses logic models and their use for program planning and evaluation. It provides:
1) An overview of what a logic model is and how it visually links a program's resources, activities, outputs, and outcomes.
2) Examples of logic model templates that can help design, implement, and evaluate a program.
3) Guidance on developing a logic model by identifying resources, activities, outputs, and short and long-term outcomes.
Using Data and Social Media for Social Justice Outcomes was a presentation given at the 2013 TIG Conference in Jacksonville, FL. The presentation discussed how most legal aid programs are very data focused for client services but have only dipped their toes in social media. It also looked at the maturity of social media practice among nonprofits and how they can progress from just crawling to walking, running and flying with their practices. A key part of becoming more data informed is using measurement to understand what's working and constantly learning from successes and failures.
Designing a good digital experience - PDA Europe Virtual Conference 2020 Margaux Lesaffre
The document discusses designing good digital experiences through a user-centered design process. It involves understanding user needs through research, defining problems to solve, ideating and prototyping solutions, testing and iterating based on user feedback, and measuring impact. Key aspects addressed include onboarding users, reducing friction, prompting desired behaviors, and providing rewarding experiences to retain users.
This document discusses various usability methods that can be used at different stages of electronic medical record (EMR) development to improve usability. It describes contextual inquiry, personas, use case scenarios, requirements gathering, user stories, prototyping, card sorting, concept exploration, usability testing, incorporating user feedback, and maintaining design intent. Implementing usability methods early in the development process is most cost-effective, as it allows findings to be incorporated before significant code is written. While usability adds costs, it can provide measurable benefits like improved productivity, satisfaction, and safety.
The document discusses using games and gamification as the primary design focus for developing online courses. It argues that play is how humans naturally learn, and games are expressions of play that can effectively facilitate learning. Gamification involves applying game elements and processes outside of games to replicate positive user effects. The document proposes that gamification should be used holistically in design rather than as an isolated tactic to improve engagement, assessment, and retention in online courses.
This document outlines a workshop on using measurement and data to improve nonprofit social media strategies. It discusses defining success metrics, collecting the right types of data, and using measurement for continuous learning and improvement rather than just tracking outputs. Key steps include starting with small pilots to test measurement approaches, focusing on a few important metrics, and having regular reflection meetings to analyze results and identify lessons learned from successes and failures. The overall message is that nonprofits should view measurement as a way to enhance their strategies rather than just collect data for its own sake.
This document discusses using games and gamification as the primary design focus for developing online courses. It argues that play is how humans naturally learn and that games are expressions of play that can be practical for learning. Gamification, which is applying game elements in non-game settings, is proposed as an instructional design strategy that can increase engagement, assessment, and retention when applied holistically. The document explores various game mechanics, elements, and psychological principles that make gamification an effective approach.
The UX process involves 6 phases: strategy, research, analysis, design, production, and user testing. The strategy phase articulates goals and vision. Research involves user and competitor research to create an informed experience. Analysis draws insights from research. Design is iterative, putting ideas in front of users for feedback. Production develops the high-fidelity design. User testing measures the user experience through task completion.
The document discusses principles and practices of software engineering. It begins by outlining the essence of problem solving and software engineering practice as understanding the problem, planning a solution, carrying out the plan, and examining the results. It then discusses core principles like ensuring value for users, keeping designs simple, maintaining a clear vision, and thinking before taking action. The document also covers communication practices for requirements gathering and planning practices for defining the project scope and managing risks.
Collaboration involves two or more people working together towards a common goal. While social collaboration platforms provide tools to facilitate collaboration, true collaboration is a human activity that depends on interpersonal skills and behaviors. To maximize the benefits of collaboration platforms, organizations must take a holistic approach that addresses personal development, organizational development, and use of collaboration technologies. A collaboration framework provides a roadmap to identify business benefits, align development interventions with platform deployment, and address common challenges through established best practices.
The document summarizes an ideation meeting discussing tools to aid the ideation process. It includes an agenda covering what ideation is, why ideation tools are needed, benefits and disadvantages of tools, and a tool evaluation matrix. It then examines two use cases - one for a financial services firm needing collaboration among departments, and one for an IT manager with an international team. For the first case, Mindjet Catalyst was selected for its integration and access controls. For the second use case, the free and browser-based Bubbl tool was chosen for its synchronous and asynchronous collaboration abilities across locations.
The document outlines 8 stages of corporate UX maturity: from initial hostility toward UX (Stage 1) to a user-driven corporation (Stage 8). It describes each stage, including typical timescales, characteristics, and strategies for advancing to the next stage. Stage 1 involves hostility to UX, while Stage 8 involves corporate decision-making guided by user data and research. Advancing through the stages requires persistent advocacy and demonstration of UX's positive impact on metrics like conversion rates and customer satisfaction over periods of 2-7 years per stage.
Benefits of Using Gamification in eLearningSilvia Galessi
Gamification is able to support all learning stages of its employees or students, encourages and stimulates general involvement and redemption. Gamification is a strategic tool
to increase the engagement, learning skills and interaction of their students or employees during training projects.
Similar to Enjoy Accountability - Thesis Book (20)
This guide provides information on the current and proposed information architecture for the NCMH. The current taxonomy has some overlaps and inconsistencies. The proposed taxonomy aims to address these issues by organizing information into 8 main sections with equal hierarchy and consistent nomenclature. It will be presented as a series of posters to allow for easy review and modification. Both the physical and digital spaces will benefit from the new clear and coherent information system.
The document discusses research findings from interviews and observations of teachers and classrooms. It addresses several topics:
1) A lack of resources that support personal qualities like responsibility, self-esteem, and integrity.
2) Teachers see themselves as researchers, administrators, and trying to speak students' language.
3) There is a need for new media and approaches to education.
4) Classrooms have little time, a fast pace, and teachers piecemeal existing resources while students struggle with abstract concepts.
The document summarizes Alexandria Jarvis' graduate studio project at North Carolina State University for the Fall 2011 semester. The project focused on analyzing the emerging culture of sharing and how design facilitates collaborative consumption. Students were tasked with identifying patterns in sharing communities, prioritizing factors that influence sharing norms, and describing design's role in the sharing movement. The document outlines the project objectives, learning goals, and Jarvis' research analyzing who and what is shared, why people share, and how sharing occurs through communication, collaboration, and establishing boundaries.
The Goal Buddy System: Imagining an Experiential Approach to Long-Term Goal M...Alexandria Jarvis
A presentation given at North Carolina State University in May 2012 relating to the ongoing research relating to tangible interaction and tools for personal growth by Alexandria Jarvis
The document outlines a 5 phase study for a goal management system centered around accountability between two friends. Phase 1 involves preliminary research through interviews. Phases 2-4 establish the foundation, envision user experiences, and map the system. Phase 5 demonstrates the designed interface and scenarios of user experience with the system.
One weeks narrative: Following one week's progress through questionsAlexandria Jarvis
This document outlines a taxonomy of actions for a goal accountability system involving "Gurus" and "Buddies". It lists over 50 potential interactions between users and Gurus at different stages of the goal and accountability process, from setting up accounts and goals to ongoing check-ins, challenges, and reflections. The taxonomy covers prompts, notifications, recordings, connections between users, and manual inputs to track goal progress through both digital and physical interactions.
Empathetic Probes & Cues: A Design Principle, Process, and MethodAlexandria Jarvis
The document describes a method for using empathetic probes and cues to sustain group participation and promote positive group dynamics. A task force would first design probes to understand members' internal and external influences on participation. Empathetic agents would then deliver probes to members and provide guidance through cues. By observing changes in responses and behavior over multiple iterations, the task force could assess the impact of empathetic cues on group participation and dynamics. The goal is to help members overcome obstacles to participation through guidance tailored to their individual needs.
Streakly helps users track daily goals by keeping a list of tasks to complete each day and tracking the number of consecutive days goals are accomplished. It uses simple reminders and incentives to encourage goal completion. The interface is clean and interface-driven to make tracking progress straightforward. Life Tango allows users to create goals in different categories and associated tasks or milestones, but its interface focuses more on profiles than tracking progress toward goals. 42 Goals helps kids and teens track daily activities and chores through a behavior chart-style interface that visually displays goal completion over time.
This document outlines the research questions, working definitions, subquestions, and next steps for a thesis on designing an instrument of time to reduce work-nonwork conflict. The researchable question asks how an instrument of time can incorporate the metaphor of time as a container for meaning. Working definitions explain key terms and concepts. Subquestions explore an individual's relationship between work and nonwork environments and the meaning-based model of work-nonwork conflict. Next steps include questions about how an instrument could allow for multi-modal interactions and complement the metaphor of time as a balancing act.
Workshop 2: Speed dating + Rapid Modeling and Diagramming = Purpose StatementAlexandria Jarvis
In this workshop, we will create purpose statements for our network through writing, speed dating, and making. We will begin by jotting down ideas that will be visualized during dates. We will refine writing in response to what is made.
This document provides an overview of Workshop One which will use brainstorming and affinity diagramming techniques to develop and identify key goals of a Graduate Design Network. Participants will use an online brainstorming tool to generate ideas individually and then work in pairs to organize the ideas into clusters with common themes. The workshop aims to address domains related to graduate programs, future generations, relationships between practice and academia, and inter-institutional relationships. Definitions of brainstorming and affinity diagramming are also provided along with tips and instructions for the workshop activities.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
Rethinking Kållered │ From Big Box to a Reuse Hub: A Transformation Journey ...SirmaDuztepeliler
"Rethinking Kållered │ From Big Box to a Reuse Hub: A Transformation Journey Toward Sustainability"
The booklet of my master’s thesis at the Department of Architecture and Civil Engineering at Chalmers University of Technology. (Gothenburg, Sweden)
This thesis explores the transformation of the vacated (2023) IKEA store in Kållered, Sweden, into a "Reuse Hub" addressing various user types. The project aims to create a model for circular and sustainable economic practices that promote resource efficiency, waste reduction, and a shift in societal overconsumption patterns.
Reuse, though crucial in the circular economy, is one of the least studied areas. Most materials with reuse potential, especially in the construction sector, are recycled (downcycled), causing a greater loss of resources and energy. My project addresses barriers to reuse, such as difficult access to materials, storage, and logistics issues.
Aims:
• Enhancing Access to Reclaimed Materials: Creating a hub for reclaimed construction materials for both institutional and individual needs.
• Promoting Circular Economy: Showcasing the potential and variety of reusable materials and how they can drive a circular economy.
• Fostering Community Engagement: Developing spaces for social interaction around reuse-focused stores and workshops.
• Raising Awareness: Transforming a former consumerist symbol into a center for circular practices.
Highlights:
• The project emphasizes cross-sector collaboration with producers and wholesalers to repurpose surplus materials before they enter the recycling phase.
• This project can serve as a prototype for reusing many idle commercial buildings in different scales and sizes.
• The findings indicate that transforming large vacant properties can support sustainable practices and present an economically attractive business model with high social returns at the same time.
• It highlights the potential of how sustainable practices in the construction sector can drive societal change.
1. The Goal Buddy System
Imagining an Experiential Approach to Long-term
Goal Management through Playful Interaction
2. The Goal Buddy System: Imagining an Experiential Approach
to Long-term Goal Management through Playful Interaction
Submitted in partial fulfillment for the degree Master of Graphic Design
Department of Graphic Design, College of Design, North Carolina State University
3. ABSTRACT
A long-term goal is an aim to achieve a particular
state, condition, status, knowledge, or skill that
requires commitment over an extended period of time.
Unlike short-term goals, gratification of completion
might take months or years. Commitment can be
both exciting and frustrating as long-term goals
are often a manifestation of our values. This study
proposes a long-term goal management system,
called The Goal Buddy System (GBS), in order to
keep goal setters committed to the long-term goal
process. The GBS uses an experiential approach by
applying gameplay, social interaction, and tangible
interaction to sustain goal setter engagement. Part
One of this research presents three principles of
the GBS’s goal management strategy: Inquiry,
Accountability, and Activity. Part Two explains the
structure for the designed GBS cycle and how the
goal principles translate into Meetings, Tasks, and
Challenges. Part Three presents a series of design
investigations that manifest both the principles and
cycle through tangible and graphic interactions.
The research suggests that amplifying the process
helps goal setters maintain commitment. The design
investigations demonstrate a range of possibility that
can exist within an experiential approach to long-
term goal management, in order to encourage further
iterations of the system.
4. TAB LE OF CONTE NTS
The Goal Buddy System: Imagining an Experiential Approach
to Long-term Goal Management through Playful Interaction
Researchable Question & Introduction
Part One: Principles of Goal Management
Introduction
Inquiry
Activity
Accountability
Frameworks
Part Two: The Designed System
Introduction
Meetings
Tasks
Challenges
Cycle
Frameworks
Part Three: The Designed Interface
Introduction
Investigation One
Investigation Two
Investigation Three
Tangibility
Benefits
Frameworks
The Back of the Book
Influence
Appendix
Featured Topics
Bibliography
5. LIST OF FIG U R ES
PART ONE
Figure 1.1 The Persona Matrix
Figure 1.2 Goal Assessment Questions
Figure 1.3 Goal Assessment Question Criteria
Figure 1.4 Concept Map
Figure 1.5 Audit
Figure 1.6 GTD Workflow Map & GBS Cycle
PART TWO
Figure 2.1 System Map
Figure 2.2 Goal Buddy Cycle
Figure 2.3 Gamification Map
PART THREE
Figure 3.1 Investigation One: Tangible Tasks & Challenges
Figure 3.2 Investigation One: Graphic Interface Widget
Figure 3.3 Investigation Two: Tangible Task Interaction States
Figure 3.4 Investigation Two: Tangible Challenge Interaction States
Figure 3.5 Investigation Three: Scenario of Use
Figure 3.6 Information Flow Model
Figure 3.7 Framework for Tangible Interaction
6. ACKNOWLE DG E M E NTS
Thank you friends, peers, faculty and family.
To my people at Yellow House Design. To David and Laura Luyendyk
for introducing me to graphic design. To David for always telling me I
can do great things. To Brandi and Emily for teaching me design and
great haikus.
To my friends from 2009 Sophmore Studio for keeping me fresh in
grad school. I will miss our studio: the strings, the hanging almond and
the infamous ponytail. Special thanks to Katie Hill for all of her time
and attention and Kirsten Southwell for inspiring advice.
To the 2010 Fall MGD Studio, First Years, Second Years, and Amber
Howard for teaching me how to trust the flow. To my MGD graduating
class for jokes about the curtain, late nights, and hilarious requotes
from professors. Classic!
To Martha Scotford who has been with me since First Year Experience
and acted as my first advocate to transition into grad school. I never
thought, “We’ve seen your kind before” could be good, until it came
from Martha.
To Scott Towsend. For his guidance since Sophmore Imaging Class,
B-girl/Scientist, and lots of fascinating discussions! I have always
appreciated experimental design side and reliable support.
To my advisor chair Denise. I had a feeling you would be the right
one to help me ask “What If” and I was right! Thank you for being an
advocate for process, knowing that it is the points in between (not
having the perfect solution) that often matters the most.
To Nam for her never ending support and being there through the
entire Design School experience.
To Matthew for helping me believe in my myself, helping me to see,
and suggesting small doses of carrot juice and jumping jacks.
7. Researchable Question
How might the design of playful interactions
within a long-term goal management system
encourage the process of goal achievement?
SU BQU ESTIONS
How can the design of a tangible system embody
inquiry, accountability, and activity?
How can a designed system connect two friends
through the goal achievement process?
In what ways can the design of an interconnected
tangible and graphic interface support the goal
achievement process?
8. I NTRODUCTION DE FI N ITIONS
Long-Term Goal: a personal aim to achieve a particular
The purpose of this study is to investigate how the The GBS creates an experiential approach to goal state, condition, status, knowledge, or skill.
design of a long-term goal management system, which management. Instead of compressing time and easing
connects two friends, might encourage the process of process, the interface must amplify the experience of Goal Buddy: the name for a goal setter using the
goal achievement. The name of the proposed system is time and emphasize the role of process. The interface system, a goal buddy uses the system along with
the Goal Buddy System (GBS). does not exist to reward information seeking behaviors another goal buddy with whom they are paired.
but is designed to build an emotional connection with the
The GBS is a long-term goal management system that user and encourage enjoyment. Goal Buddy Meeting: a regular face-to-face meeting
builds an ongoing connection between two friends at which goal buddies discuss their goal progress.
over the topic of their unfinished goals. The two friends,
called goal buddies, use the system by interacting with a Task: a single activity that will allows a goal setter to
handheld device, which is linked to a compatible desktop come closer to their goal achievement.
widget or mobile app. They meet weekly or bi-weekly at
a goal buddy meeting to discuss their progress, commit Challenge: a question, prompt, chosen by a person’s
to a task they will complete before the next meeting, and goal buddy that is delivered through the tangible device
choose a challenge for their goal buddy. while a task is being done.
The system engages goal setters through the application Goal Buddy Device: a handheld device, which acts as
of the gameplay, social interaction, and tangible a tangible interface, allowing a goal buddy to interact
interaction strategies. The GBS uses these strategies with tasks and challenges.
in order to create a playful experience as opposed
to a utilitarian interaction with a goal management Goal Buddy Dashboard: a widget or app that is
interface. A utilitarian approach to goal management synced to the device, stores chronological archives of
favors efficiency and productivity. It seeks to compress goal buddy activity, supports user-generated content
the experience of time by making the process easier for challenge gameplay, and allows manipulation of
and simpler. Therefore, a utilitarian interface for goal gameplay mechanics.
achievement tends to reward information seeking
behaviors and allow for quick completion of activities.
14 INTRODUCTION INTRODUCTION 15
9. J USTI FICATION ASSU M PTIONS LI M ITATIONS
A goal is an aim to achieve a particular state, condition, container for meaning, then any commitment can be There are a few assumptions I am making in regards to The interface is constrained to a handheld interaction
status, knowledge, or skill. A long-term goal is often an thought of as a piece that fills up that time. (Thompson the goal setters. First, participants must have a long-term in order that the device can be transported to face-to-
intrinsically motivated aim that requires commitment and Bunderson 2001, 17-24) Therefore, the more goal. I am assuming that participants are intrinsically face goal buddy meetings. The framework influencing
over an extended period of time. Unlike a short-term we are able to fill our time containers with activities motivated to work on a goal, and this would result in this tangible device is The Framework for Tangible
goal, the payoff of that commitment may be months or that we find significant, the less we will experience their positive well-being. In terms of time, attention, Interaction by Hornecker and Burr, which is the most
years in the future. While both types of goals might hold conflict. (2001, 25) They go on to add that the more and resources, I am designing for a participant who is comprehensive and human-centered framework for
personal importance, it is common that a person’s time, we spend our time making room for these significant single and has some leisure time to use towards goal designing for tangible interaction. (Hornecker and
energy, and resources are devoted to managing day- commitments the more affirmation we experience achievement. They must also have enough money, Burr 2006, 3-6)
to-day commitments. Sometimes this leaves little or no completing those activities. (2001, 24-25) These two support and resources to act on their tasks. Goal buddies
time devoted to long-term goals. positive results happen because the activities we find must also have some access to the Internet and ability
significant are usually somehow connected with our to purchase the goal buddy device. Most importantly,
Why are our long-term goals important? An intrinsically identity. To say it simply, we will be happier if we allow goal setters must have friends, or at least willing
motivated long-term goal is a product of personal value. some space for identity-affirming commitments, such as participants, who also have long-term goals they would
Our values give our daily existence meaning. Time is tasks feeding into our long-term goals! This allocation like to develop. However, participants are not matched
finite. One only has but so many moments to live. of time does not always need to result in a “balance” up through the system. An introductory website to the
of time. (Balance implies equal quantity. The balance system would provide goal setters with tips for choosing
Pursuing a long-term goal is a way to explore one of metaphor is incomplete because our perception of an appropriate goal buddy, but would not match the two
the ancient philosophical questions of existence. It is a time can vary greatly.) This research does not imply friends. Goal setters must choose a suitable partner for
means to seek, to find, to affirm your purpose, or ask if a need to commit equal amounts of time to intrinsic the game by identifying supportive friends and reflecting
it even exists. This study proposes a similar response to long-term goals and other external daily demands. on their own needs in a goal buddy.
aiding long-term goal management. There is no solution Instead, it suggests that we can experience less daily
for achievement. A system can only offer a means conflict while doing any activity (of greater or lesser
to take action. I would like to help people brave this consequence), if we use a portion of that time attending
commitment, and create a system that helps goal setters to the commitments we find most important.
who are ready to take action and find their own path.
Two results of this long-term goal process include a
reduction in daily conflict and an increase in affirmation.
Researchers explain that if we think of our time as a
16 INTRODUCTION INTRODUCTION 17
10. Part One
Principles of
Goal Management
I NTRODUCTION
The design of the GBS responds to the need to create a long-term goal management
system that helps a goal setter discover their own path. This is facilitated through the
system by encouraging ongoing inquiry, accountability, and activity.
11. FIGURE 1.1 I NQU I RY
Declaring a long-term goal is easy, but finding the path approach their goal the same way? Consider the fairly • What kind of tasks have I already accomplished which
to fulfill that goal can be very difficult and complex. common goal of losing weight. Health goals usually have helped me work towards this goal?
Therefore, it is essential to integrate a habit of inquiry involve eating right and exercising. However, the
or goal assessment into the goal management process. process of losing weight looks strikingly different for These questions were created in response to two
This is reflected in the goals of the four personas, many people. In fact there are so many methods, plans, criteria relating to goal management. They were sorted
which have been set up for this study: Ronnie, Dan, and formulas to choose from, it could be difficult to by a business management S.M.A.R.T. criteria: Specific,
Jupiter, and Chi (Figure 1.1) Each goal setter has a decide. Even after choosing a particular path to losing Measurable, Actionable, Relevant, and Timely. (Doran
clear goal but a vague sense of how they will get there. weight, the steps to get there might look different 1981, 36) They were also tagged according to goal
Ronnie wants to decide between opening restaurant depending on a person’s unique circumstances and variables adapted from a longitudinal study of personal
and becoming a better civil engineer. Dan wants to available resources. goals and subjective well-being determination. The
make a series of three short films over the summer. variables are meant to evaluate a goal setter’s support,
Jupiter wants to curate a manageable eco-friendly To help goal setters find the path to their goals, the willingness, urgency, opportunity, control, evaluation, and
lifestyle. And Chi wants to practice regularly and system integrates a series goal assessment questions values. (Brunstein et al. 1993, 3)
compete in a dancing competition in August. Each goal through challenges. (Figure 1.2–1.3)
has a different set of circumstances and clarity. While These questions are integrated into the Goal Buddy
Dan might already have a background in film, Ronnie This includes both open-ended questions such as: System through short easy-to-read challenges.
might not know anything about owning a restaurant. • What are possible obstacles that could prevent me Challenges play a vital role in the ongoing assessment
Also, different goals can call for different approaches. If from reaching this goal? of a goal. It also causes evaluation and clarification
Chi wants to improve his dancing, he might benefit from • How can I make my goal more specific? of goal-related tasks. To see the direct relationship
a consistent dancing schedule or regimented workout. • How can I make my goal more flexible? between the goal assessment questions and goal
Jupiter’s goal might not require any habitual behaviors. • Why is this goal meaningful to me? buddy challenges, see Challenges in Part Two.
Instead, she can make progress by completing many
different types of tasks each week. Everyone has a It also includes more pointed questions such as:
different path and a different experience. • If I had to choose a role model for this goal, who
would it be?
In these examples above, each person has a different • How will I know when I have met this goal? Describe
goal. But what about people with the same goal? the conditions or state of success.
Do goal setter’s working towards the same goal all • If I had time to start working on it tomorrow, what
goal-related tasks could I complete?
20 PART ONE PRINCIPLES 21
12. FIGURE 1.2 FIGURE 1.3
22 PART ONE PRINCIPLES 23
13. FIGURE 1.4 ACCOU NTAB I LITY
No tool can ever replace the support of a good friend. At the beginning of this mapping process I thought that Friends can combine their collective knowledge to find
The GBS harnesses that support by directing it towards goal assessment, or inquiry was the central organizing their unique goal paths. Friends can remind each other
goal assessment and achievement. The GBS centers principle of the proposed long-term goal management that finding the long-term goal path is not easy. Friends
on the relationship between two friends. The friends system. However, it was through the map that the idea can learn from each other’s mistakes, and benefit
hold each other accountable by discussing where of “goal assessment with a friend” began. This led to from each other’s advice. To put it simply, in the case
they are in the goal process and where they want to the addition of “accountability” as a core concept of the of long-term goal management, “two heads are better
be in the future. Inevitably, this leads to a discussion system. Accountability combines of the two interpretive than one.”
of the values, thoughts, and behaviors that influence parts The Inquirer and The Conversator. Within the
their goals. The Goal Buddy System intervenes in that map these two parts are described in this way: The introduction of accountability also led to the
conversation to help the friends consider how they will development of a social gameplay strategy within the Goal
act on their goals in the present moment. Together, the The Inquirer is described as the engine of the system. Buddy System. This aspect is explored in depth in Part
goal setters commit to this process, creating a mutual It continuously produces provocations to help the goal Two of this study. See Gamification Map. (Figure 2.3)
dependence that motivates goal achievement and setter clarify their goal and improve their goal activity.
fosters goal assessment. Because The Inquirer has such an important job to do, it
occasionally extends its duties to The Conversator. The
I discovered the principle of accountability through Conversator is similar to a match-maker. It invites friends
concept mapping. I created the concept map in order to engage with a goal setter on the topic of their goal. It
to envision an experiential goal management system. is both an extension of The Inquirer and a connection to
The concept map is an approach, which describes the outside world.
the system as a benevolent guide to help a goal
setter achieve their goals. The map proposes a six The Conversator created a wonderful shift in the
interpretive parts of a goal management system, experience of the system. Not only did it emphasize
which include The Absorber, The Presenter, The the goal setter’s need for external feedback and
Inquirer, The Conversator, The Prodder, and The encouragement but it introduced a social aspect to
Rememberer. (Figure 1.4). See Featured Topic: goal achievement. The social connection relieves a
Insights Into Ways of Working for more on process. goal setter from needing to have all the right answers.
24 PART ONE PRINCIPLES 25
14. FIGURE 1.3 ACTIVITY
While the GBS incorporates the principles of inquiry Another pitfall of the two sites, 43 Things and Life The audit also increased my interest in a playful
and accountability, the system ultimately must Tango, is that the interface encourages an accumulation approach as opposed to a utilitarian approach in
encourage goal achievement activity. The goal setters of goals. The GBS applies a different strategy by only order to motivate activity. The program Stikk begins
use the system in order to progress toward their goals. supporting the pursuit of one goal. Also, goal setters to suggest this playful interaction through the use
Therefore, the interface must encourage the goal do not create a long list of sub-goals to complete, but of stakes. The goal setter sets up their stakes when
setters to take action. instead negotiate with their friend one task to complete they sign up for the service. Each time a goal setter
at a time. This simplicity was inspired by the program does not complete a goal milestone, they must pay the
I conducted an audit of five online goal management Streak.ly that organizes the interface around a minimal amount of money that they designated in their stakes.
systems in order to understand how the features checklist that goal setters must check off. Streak.ly Though that rule does not sound any fun, the stakes
of other goal management tools encouraged differs from the GBS in that is it a very basic tool that set up a playful connection because goal setters must
goal activity. This provided direction for the helps with short-term or daily goals. choose to donate that money to one of the following:
GBS experience. The audit offered ideas for the a charity, an anti-charity, a friend, or an enemy. The
organization, strategy, and experience of the goal The program 42 Goals had a different strategy of idea of motivating activity through an entertaining social
achievement process. (Figure 1.5) motivation. They organize their site around information connection is something that the GBS does through
visualizations that provide feedback of goal setter challenges. This aspect is explored in depth in Part Two
Many of the sites that I studied focused on a goal progress. This was a positive feature, however this of this study.
setter’s profile. In many cases a person’s profile was feedback was delivered through charts and graphs. While
developed but it was unclear as to how that social aspect the idea of feedback can be motivating, the sterile and
of the site was motivating activity. Instead it often led quantitative aspect of the display was not motivating.
to the accumulation of goals. Programs such as Life This led to realization that the feedback needed to
Tango and 43 Things allowed the user to input profile connect more to the complexity of goal achievement.
information and goals. The GBS bypasses this feature One way the GBS integrates more meaningful feedback
but still fulfills the need for social interaction by situating is through the integration of a friend’s feedback. The two
interaction within a face-to-face encounter. The friends’ goal setters are motivated to stay active and committed
conversation is mediated by the GBS and refocuses the because they are receiving valuable and complex
social interaction on goal achievement activity. Instead feedback. Another way the GBS integrates feedback in a
of focusing on inputting information for a profile, the more exciting and meaningful way is through a handheld
social interaction happens naturally. The goal setters only device. You can read more about this experience in Part
spend time interacting with information in the GBS that Two and Part Three of this study.
helps them develop their goal.
26 PART ONE PRINCIPLES 27
15. FIGURE 1.6 FRAM EWOR K
The management framework found in David as an externalization of commitment by becoming a
Allen’s Getting Things Done: The Art of Stress- collection tool for tasks. Allen describes a collection
Free Productivity also presents a good strategy for tool as something that captures all of a person’s
maintaining ongoing activity. Allen advises that, “You thoughts, ideas, or to-do’s. Allen emphasizes the use of
can’t do a project, you can only do an action related to the collection tool as a place to incubate personal ideas
a project.” (2001, 38) Similarly it is my belief that you and long-term projects. (Allen 2001, 27-30) Ongoing
can’t complete a goal, you can only complete a goal- activity is maintained by using a collection tool. In the
oriented task. It is for this reason that the GBS teaches GBS, a collection tool is both the goal buddy device
the goal setter to translate their goal into actionable and the goal buddy dashboard.
tasks. Through many actionable tasks, a goal setter
can complete a goal. Allen’s Five Stages for Managing
Workflow are constantly applied throughout the GBS
system in order to maintain ongoing activity. See
Figure 1.6 for comparison of steps in GBS cycle and
Allen’s Five Stages for Managing Workflow.
Long-term goals are really long-term commitments.
Some people externalize that commitment through
mission statements, mantras, vision boards, and special
calendars. In my preliminary research, I found that
the people who recorded their long-term goals did
so through unique methods. Many people named a
combination of tools, such as timekeepers and time
managers, to manage their short-term goals. However,
few people mentioned a tool or method to record or
manage their long-term goals. To read more about
this Interview process see Appendix A. The GBS acts
28 PART ONE PRINCIPLES 29
16. Part Two
The Designed System
I NTRODUCTION
The goal process is improved by integrating inquiry, accountability, and activity. These three
principles are upheld in the system through challenges, meetings, and tasks.
The GBS builds an ongoing connection between two friends over the topic of their unfinished
goals. The two friends, called goal buddies, use the system by interacting with a handheld device,
which is linked to a compatible desktop widget or mobile app. They meet weekly or bi-weekly to
discuss their progress, commit to a task they will complete before the next meeting, and choose a
challenge for their goal buddy.
The System Map is meant to demonstrate the relationships between the various touchpoints within the
system. (Figure 2.1) The map includes the two goal buddies, each with their own goal buddy device, and
goal buddy dashboard. The map also includes the Goal Buddy Guidelines, as well as the purpose of the
greater goal buddy community.
17. FIGURE 2.1 M E ETI NGS R U LES
A goal buddy is the name of the goal setter who uses A Goal setter must choose their own goal buddy. Goal setters must be willing to give
the Goal Buddy System with another person. Goal Buddies are not matched up through the system, and receive feedback and encouragement
buddies are two friends who decide to use the GBS therefore goal setters must choose their own goal buddy. in order to aid the process.
together in order to manage one of their long-term Though a match-up feature could be easily integrated Instead of considering a person’s experience within the
goals. The GBS is organized around the meeting of into the GBS, goal setters are expected to determine domain of a goal, one could choose a buddy according
the two friends in order to foster the core principle of who might be a good match. Goal setters are given a to what their personality offers. These personality
accountability. Instead of going through the process guide for choosing a helpful buddy when they sign up variables are reflected in the persona matrix. (Figure
alone, goal buddies have fun with long-term goal for the service online. Upon sign-up they also agree to a 2.1) For example, Dan has a very social personality,
achievement by committing to that the process with a few basic guidelines in order to generate a positive and but tends to overcommit his time and attention to many
friend. The main requirement for goal buddies is that mutually encouraging experience for both buddies. different tasks. Dan has chosen to ask Ronnie to be his
they are interested in making continuous progress goal buddy, because he knows that Ronnie can be very
towards their goal. However, there are a few rules that Goal setters must choose one long-term methodical with his plans. Ronnie can help Dan to be
can help goal buddies use the GBS to the fullest. goal they want to achieve. more patient and realistic about the amount of time and
A goal buddy must choose one goal they want help energy he must devote to completing a task. Conversely,
with. Because long-term goals are big endeavors the Ronnie is very strategic but sometimes does not have
system supports one goal to be pursued at a time. the gusto he needs to take risks and make his ideas
Also, the goal setter must choose a goal that they want happen. Dan can help Ronnie connect his goals with his
to share and offer for feedback. It is the goal setter’s personal values, networking with others, and generating
responsibility to consider what kind of partner might be some enthusiasm to actively find answers.
appropriate for their goal. For example, a buddy could
choose someone with a goal within a similar domain or Goal setters must take progressive action to
something completely different. It is up to the buddies complete tasks and develop their goals.
to consider the pros and cons of this relationship. For Though the system does provide incentives to help
example, completely different goals could offer an goal setters make progress, it is not meant to become
objective standpoint. On the other hand, a person’s a taskmaster or a referee. Goal setters must be
current or past experience with a similar goal could working on a goal that they are intrinsically motivated
be insightful. Each scenario would provide a different to complete. Intrinsic motivation implies that they have
experience for the goal buddies. personal investment and interest in achieving the goal
32 PART TWO SYSTEM 33
18. as opposed to completing the goal due to an external occasionally throughout the goal process. All in all, by
force. Also, the goal buddies must have a certain using both touchpoints, goal setters can benefit from all
amount of time to devote to task completion. If goal of the features and fun of the GBS system.
buddies do not have an ample amount of time then they
can decrease the amount of times they meet or create Goal buddies can use the meeting status to create an
simpler tasks to complete. alternative style of meeting. For example, buddies using
a remote meeting status could also accommodate a
Goal setters must agree and commit to different type of gameplay. Any remote meeting must
the regularity of their meeting times. incorporate an additional mode of communication.
Goal buddies designate their meeting status and The buddies must be able to give and receive relevant
frequency in the online dashboard. The recommended updates and advice in order to maintain accountability.
status is a face-to-face meeting and the recommended Some straightforward modes of communication would
frequency is weekly or more realistically, bi-weekly. be phone, video chat, email, blogs, Twitter accounts,
However, because the GBS is designed as an open or Facebook groups. But buddies could also use
structure for gameplay, buddies can agree on their own alternative modes of communication. What would it look
alternatives. (See Meeting Alternatives below for more like to discuss progress and plan tasks via postcards,
information.) Buddies could also use the system in a carrier pigeon messages, or walkie-talkies? These
more erratic way and meet spontaneously. These options are all silly examples, but it is meant to demonstrate
are offered in order to make the system more accessible that the structure of the GBS is flexible enough to
for goal buddies, as well as more flexible for gameplay. incorporate the unique preferences and imagination of
its participants.
Goal setters must use the touchpoints within
the GBS to mediate their goal process. Buddies can also use settings for the frequency of
These touchpoints include a handheld device and meetings to change the way the system organizes
compatible dashboard, which is in the form of a desktop gameplay. Here is one example of creative
widget or mobile app. The device is an interface which interpretation of how a spontaneous meeting status
goal buddies are interacting with on a weekly basis could be used to create a different type of structured
to record and complete their tasks and to choose and gameplay. With the spontaneous meeting mode,
receive challenges. The dashboard acts as a repository meeting with a local goal buddy could become a
for this activity and also allows for customized gameplay. long-term game of happenstance hide and seek. Goal
The device and dashboard are synced with each other buddies must complete tasks and challenges before
and together they mediate the goal process. Goal they randomly cross paths around town. If one buddy
setters each have their own device, which are purchased is found without a completed task, then they lose that
through the landing page of the GBS service. Devices round of the game. The loser must complete their task
should be brought to meetings and used during task within three days; if they do not, they must take the
completion. Goal buddies access their dashboards by other goal buddy out to lunch.
downloading an app or desktop widget. For the sake of
this study, we will be representing the desktop widget
only. Both the app and widget are only to be used
34 PART TWO SYSTEM 35
19. FIGURE 2.2 GOAL B U DDY CYCLE
In order to give an overview of the comprehensive user
experience of the Goal Buddy System, the Goal Buddy
Cycle map represents all steps within the experience.
(Figure 2.2) The Goal Buddy Cycle is divided into two
halves: meet and complete. In the Meet phase, goal
buddies meet to discuss their past progress, and plan
their next steps. They do this by recording a task, and
choosing a challenge for their buddy. In the complete
phase they start and finish their task, and accept the
goal buddy challenge. This is a continuous process
which continues until a goal is met.
36 PART TWO SYSTEM 37
20. TASKS CHALLENGES
A task is single actionable step that a goal setter must device stores this information and can recall it at the weighs down too much on the goal setter. Goal setters Another element, which would be browsed and • One Up: Can you one up your task? Make your task At the meeting, the buddies discuss their progress and
take to move closer to their goal. The GBS’s emphasis next meeting. When a buddy records a new task, the will have a record of these incomplete tasks within the stored within the device, is a goal buddy challenge. more specific by finding a more specific activity within record their tasks. After they record tasks, buddies
on completing a task comes about through the core old task is deleted from the device. Buddies can find old online dashboard. Challenges are provocative goal assessment activities your task. An optimal challenge! browse challenges stored on their device. Each goal
principle of maintaining ongoing activity to reach a goal. tasks by exploring their online dashboard. The device is and questions described in 160 characters or less. • Conditions: How are the conditions of your setter chooses one challenge for their goal buddy.
As mentioned in Part One of this study, the system synced with the dashboard and holds a chronological Recalling tasks and related activity (tracked time, The purpose of a challenge is to help a goal setter (environment/resources/social support/mental and The challenge is only revealed after the goal buddy
revolves around the concept of taking action as opposed archive of tasks and other goal buddy activity. challenges, challenge responses) can be particularly improve upon their task and reflect on their goal. This emotional state/alertness) while completing this has made progress on a task. Challenges are secretly
to talking about taking action. Therefore, the focus of important when goal buddies decide to meet remotely component of the GBS was created to foster the spirit task? What could change to make it better or why is chosen at the meeting, in order to make this revealing a
the meeting becomes both reviewing and planning tasks. Focusing on a single task prevents goal setters or if their meetings are significantly far apart. Using the of inquiry. As explained in Part One, challenges are this situation ideal? complete surprise.
from becoming stagnant in their process. It avoids device to recall this information turns the device into shortened versions of a goal assessment questions. • Report Out: Create (at least) three distinct phases
Goal buddies meet to discuss big picture questions what many other systems encourage: discussing a mediator. The goal buddies can use the device as Challenges also introduce game play and create an for your task. When you complete one phase, record Browsing and choosing a challenge in the device is
such as “Where are you now?” and “Where do you and accumulating goals, sub-goals and milestones a talking point about progress. Challenge responses avenue for camaraderie and feedback. the purpose of the phase and the outcome. focused on finding the most appropriate challenge for
want to be?” The system intervenes in the conversation before taking any active steps. With GBS there is no also have the potential to store reflective thoughts that • 2x: Have you ever heard: “Practice makes perfect”? the goal buddy. For example, the previously mentioned
to mediate a third question: “How do you get there?” such chance to feel false satisfaction from creating a might be of use to the goal setter at a later time, or to Challenges set forth a reflective question and/or When you finish your task, do it again. Complete at Role Model challenge is appropriate for someone
When it comes down to it, the goal setter must commit pristine action plan. The GBS is also designed so that the larger goal buddy community. suggest a mini-activity, which should be completed least 20-30 minutes of additional work. whose task is to practice dancing, but may be less
to a task. Goals are achieved through completing goal setters do not get stuck sitting around with a long along with a task. The default challenge called Role appropriate for someone writing a resume. It is the
multiple tasks. The goal setter curates a task with the list of never ending to-dos. Since the two goal buddies Model is both a question and an activity. The Role The character limit for a challenge is modeled after responsibility of the goal buddy to choose a challenge
help of their goal buddy. The two buddies negotiate negotiate terms for the task, these methods could Model challenge is presented on the device with the standard mobile text-messaging word count. This that pushes the goal achievement process along and
which task is appropriate while considering the goal easily be integrated within the goal buddy meeting this description: “Who is your Role Model? State was chosen for two reasons: screen size and simplicity. keeps their partner engaged and excited about the
setter’s particular context, goal, and recent progress. ritual. However, the GBS interface focuses on taking one characteristic they have and incorporate it into The screen dimensions within the device would be process. This sensitivity is a special element of the
action not talking about taking action. your current task.” The goal setter can then choose between 1” x 1” and 1.5” x 1.5” which is a little smaller gameplay and goal buddy connection. It is something
Tasks are recorded through the goal buddy device. to accept or ignore the challenge. Certain challenges than the text messaging field within a standard flip that cannot be moderated by a system, at least at this
The device only stores one task at a time. The device If a goal buddy does not complete a task, this lack require recorded responses after progress has been phone. This limit keeps the challenges brief and to the point in time, but only by another person.
records the task, and reminds the goal setter to of progress becomes obvious in the next goal buddy made. The challenge and recorded response are then point. A simple challenge prevents challenges from
complete the task before the next goal buddy meeting. meeting. This amplifies the accountability between the stored in the device in order to be recalled during slowing down task with a long description or complex Challenges create an element of gameplay between
When a goal buddy starts a task, they notify the device. two goal buddies. If a task is not completed, it can be the goal buddy meeting. Similar to tasks, challenge objectives. This gives the goal setter ample time to the two goal buddies as well as interdependence. All
The device might track the time the goal setter works re-recorded and attempted again. This can be helpful and challenge responses are chronologically and reflect on how that challenge relates to their current challenges provide some sort of positive provocation for
on the task or provide a timer for the goal setter. The in a time when short-term goals and weekly stress categorically archived within the dashboard. Here are task and their larger goal. the goal setter but do so through a variety of different
some more examples of system-generated challenges: approaches. This diversity is made possible through
38 PART TWO SYSTEM 39
21. the devices connection to the online dashboard, which also exposes goal setters to the greater network of a larger community with a diversity of goals. A Vision
holds the Challenge Gallery. The Challenge Gallery is an goal buddies through user-generated challenges. challenge might help a goal buddy who feels like an
online library of system and user-generated provocative aimless wanderer. A Vision challenge could pose a
goal assessment activities and questions, or challenges. The Challenge Gallery is meant to encourage users question such as: How will you know when you have
They are described through a title, description, and to tailor their experience by creating challenges for met your goal? Describe what achieving your goal will
category. They are labeled according to their creator, themselves, for their buddies, with their buddies, or just look like. Categories could also be created, filled, and
which is displayed through the goal buddy username; for fun. Goal buddies earn the ability to create their filtered by users.
and popularity, which is determined by the amount of own challenges after completing four tasks. If buddies
times the challenge has been chosen by goal buddies are meeting weekly this translates to one months The majority of the Challenge Gallery would be
while browsing within the device. commitment. This allows time for buddies to become comprised of user-generated challenges. When the
familiar with the cycle of meeting, task completion, and GBS service launches, the default or Original system-
Goal buddies visit the dashboard occasionally and responding to challenges. During this time they are generated challenges would exist. However, as more
sporadically. The device, on the other hand, is a given system-generated challenges to provide good goal buddies interacted with the system, many more
touchpoint they interact with on a weekly basis. In examples of well-crafted challenges before they choose categories would be created and filled.
one visit to the dashboard a buddy can save a lot of or create their own. After four completed tasks, buddies
challenges within their queue. Therefore, goal buddies can use their queue and create custom challenges. The social networking components of this system could
only need to use the dashboard if they run out of a Buddies can use challenges to create their own incorporate other aspects of social networking features
variety of challenges, or want to try something new. distinct method of gameplay. It could also elicit a secret such as such as rating, filtering, and suggestions.
This puts more attention on browsing in the device. language or trash talk, which the goal buddies could However, at the most basic level, the Challenge Gallery
Goal setters use the device to look for an appropriate develop within a series of customized challenges. in the dashboard displays an array of options to help a
challenger. Therefore, the experience of browsing in the goal setter have fun with their buddy and improve their
device is more reflective. The Challenge Gallery would comprise original system- goal process!
generated challenges as well as goal buddy community
When goal buddies begin the process they are only created challenges and categories. The Challenge
allowed to browse through the system-generated Gallery would include categories such as Original,
challenges, within the Original category. After the two Silly, Goal-specific, Time-related, or Vision challenges.
goal buddies complete four rounds of successful task Labeling categories according to categories would
completion, the entire Challenge Gallery library within allow goal buddies to find specific types of challenges
the dashboard opens up for their choosing. The full if they noticed a particular issue they wanted their goal
Challenge Gallery can be browsed online through the buddy to address. For example, if a goal buddy had
dashboard. While browsing in the dashboard, the goal lots of difficulty devoting the right amount of time to a
setter can add to their personal queue for challenges. task a Time-related challenge might be helpful, such as
They choose according to two criteria: challenges that the 2x challenge mentioned earlier. Categories could
will be beneficial or enjoyable for their goal buddy and also allow for variety in gameplay, for example the Silly
or themselves. The queue is routed to the goal buddy category could contain an absurd challenge such as:
devices to allow them to choose those challenges Complete ten minutes of your task upside down. On
during a meeting. Each device would display a mix of a more serious note, a Goal-Specific challenge would
challenges from both buddies’ queues in order to add deal with a particular domain such as career goals or
an element of possibility. Creating a queue in the online goals that deal with a particular skill. This category
gallery is a feature that tailors the GBS experience. It allows goal buddies to take advantage of being part of
40 PART TWO SYSTEM 41
22. FIGURE 2.3 FRAMEWORKS
The Goal Buddy System incorporates principles of Another influential principle is social objects. Social Zicherman’s and Cunningham’s acted as a backdrop
social interface and gamification. Social Interface objects are the elements of desire in a social interface. for all elements of game play within the system.
principles include: open taxonomies, activity streams, The concept of social objects perfectly describes a The purpose of gamification within this system is to
social objects, and ambient intimacy. These principles goal buddy challenge. Crumlish explains, “Social objects sustain user engagement and create an enjoyable goal
are taken from Social Interface: Designing Social are natural, not artificial. A successful social object is management experience. This is achieved through the
Interfaces (Crumlish 2009) Gamification principles one that has layer upon layer of conversation created application of two gamification principles. This includes
are also used in the GBS. This includes the levels of around it; as the number of participants increases, the top five player actions and establishing levels of
mastery and the top five player actions, from Game social objects enjoy network effects. Social objects are game mastery. (Zichermann and Cunningham 2011,
Design: Gamification by Design (Zichermann and about participation and participants.” (2009, 185-186) 24-33) These principles are demonstrated in the
Cunningham 2011). Gamification Map. (Figure 2.3) This chart shows how
A third generally applied principle is that of ambient a user would be engaged and motivated to continue to
Crumlish describes social media as “media that is created, intimacy. This idea, along with online presence and interact with the system on both an individual and social
filtered, engaged with, and remixed socially.” (Crumlish phatic communication, augment the goal buddy process basis. The top five player actions are mapped in relation
2009, 8) In addition to the social interaction that the goal by allowing a goal buddy to use the device to stay to the progression of the levels of mastery. The process
buddies engage in at every meeting, GBS acts as a larger connected to their goal buddy when they are not in begins with going to a goal buddy meeting and naming
social interface through the remixing of challenges. A a goal buddy meeting. Crumlish describes ambient a task to complete before the next meeting. Level
principle of designing a social community with unfinished intimacy as, “…being able to keep in touch with people One (for novices) is to complete a goal-oriented task.
elements or an open and flexible structure is described in with a level of regularity and intimacy that you wouldn’t Level Two (for problem solvers) is to respond to a task
this source. The concept of leaving elements or the social usually have access to, because time and space challenge. Since every completed or in progress task
site structure incomplete is reflected in the Challenge conspire to make it impossible.” (2009, 146-147) will cause the device to deliver a challenge to the goal
Gallery. Goal buddies can create their own challenges, Phatic communication is described poetically as “… setter this is an easy way to advance in the gamification
and organize them within categories. This is a reflection the sounds and grunts of acknowledgment we make to levels. Level Three (for experts) is to complete four
of another principle: open taxonomies. Crumlish advises remind one another that we exist.” (2009, 122) Though tasks and accept four challenges. When a player does
that designers must decide on strict or fluid taxonomies. the role of phatic communication has not been applied this, it opens up the entire Challenge Gallery. With the
The GBS uses a fluid taxonomy in order to encourage within the device, it offers an interesting model for Challenge Gallery open players can not only customize
participation and imagination. The GBS incorporates many how the device could easily support spontaneous live their experience but also create challenges themselves.
other aspects of open or unfinished gameplay structures feedback from the remotely located buddy. Level Four (for masters) is to create your own challenge
by leaving options flexible for different types of meeting to contribute to the Goal Buddy Community. Level Five
statuses. (Crumlish 2009, 17-19) (for visionaries) is to stay committed to the goal buddy
process until you complete a goal and start a new one.
42 PART TWO SYSTEM 43
23. Part Three
The Designed Interface
I NTRODUCTION
A long-term goal management experience can be strengthened through a system that is both social
and playful. Long-term goal interfaces should engage the rich embodied experiences of the goal
setters who use them.
The GBS interface should reveal a continuum of possibility, sensitivity, and meaning through
interaction over time. This could be expressed in an interface through many means such as the
form, function, qualities, and aesthetic characteristics of the object; or through the movement, bodily
relationships, context, and embodiment of the user. Therefore, the primary concern then becomes the
question: “When or where within in the GBS process would possibility, sensitivity, and meaning be the
most exciting, helpful, or manageable?”
Building on the concept of social objects in Social Interface: Designing Social Interfaces (Crumlish 2009),
social objects, as explained in Part Two, are the elements of desire in a social interface. These are
the things people collect, customize, show off, and work for. In the case of the GBS the shared social
objects are challenges. A social object is also determined by considering what type of activity should
be encouraged with the designed interface. Among the buddies, tasks are similar to social objects,
but have a different feel because they are not collected and shared in the same way challenges are.
However, tasks are also an important element within the system.
24. INVESTIGATION ONE
Another element, which would be browsed and The in this sketch whether the user is influencing this widget, and how it would live within context. (Figure
most important elements within the Goal Buddy possibility or if it is applied through the aesthetics of 3.2) Following standard practices, this widget also
System are tasks and challenges. This makes these the interface. Either way, this demonstrates the first has a compacted view, which fits the quick scanning
elements good candidates for revealing possibility, option of challenges not being browsed. The second behaviors which most desktop widgets accommodate.
sensitivity and meaning within the interface. Therefore, option show limited browsing capabilities. Here we While the tangible interface records tasks, the
this investigation poses the questions: How are see a commonly-used method of possibility: a wheel. graphic interface stores and organizes them. In these
tasks recorded and displayed? How are challenges The contents of each wheel suggest more options wireframes an audio method of recording tasks is
browsed? and How do goal setters view others’ for the user than the last. From this interface the user suggested as well as a text-based approach. Creating
progress? (Figure 3.1) understands they have a certain restrained number of the foundational sketches for the dashboard revealed
choices, and will be able to view one option on each the possibility of a Challenge Gallery and challenge
The interface could express sensitivity at the point wheel at a time. Additionally restraints within the object queue, which was explained in Part Two. In this
when goal setters record a task. This sensitivity is could also begin to express how quickly one could instance users can drag and drop different challenges
expressed through the detection and feedback given browse by varying the stickiness, or ease of rotation, in their dashboard or their buddy’s dashboard.
by the user recording their task through various input within the device. A wheel on the Price is Right, for Ultimately, the challenge gallery and chronological
modes, including handwritten text, video footage, and example, takes a much different kind of energy to task archive represent a comprehensive look at a
audio recording. Each category also demonstrates how control than the wheel in Wheel of Fortune. Both goal buddy’s activity. An additional functionality that
the interface displays or accommodates this input. lead to a completely different embodied experience of is not represented here includes the creation of
possibility and commitment, but each want the same new challenges. This feature would operate through
Possibility is revealed within the tangible interface thing… Big Money! The third suggestion demonstrates constrained text forms and could include social
at the point of browsing for challenges. Presenting full browsing capabilities. Within this option the networking functions such as filtering and popularity
possibility to the user can be done in many different interface is represented as a segmented belt, which ratings in order to regulate the process.
ways. As observed within earlier Game Observations, slowly rotates into the three cells lined with marking
both a dice and an 8-ball toy are objects of possibility, tabs. This suggests to users that acceptable options
yet they produce this experience in two different ways. should be tabbed in order to save amongst all the
The first interface model demonstrates possibility various options.
through a similar mode to the 8-ball. The user
cannot view various options at once but is delivered The basic wireframes of the graphic interface show
a challenge by a happenstance process. It is unclear the manifestation of the goal buddy dashboard as a
46 PART THREE INTERFACES 47
27. FIGURE 3.4 INVESTIGATION TWO
Building on the first round of investigations, (Figures the form slowly is closed. The Order/Disorder form Disorder form, except that the restoration is extended
3.3 and 3.4) represent a strategic elaboration of the also reflects a state change once a task is recorded. in relation to the next goal buddy meeting. The Visible/
task completion and challenge completion process. Instead of pushing the object back together, users can Invisible form only rewards task completion, and the
These designed objects are provocations of what could run their fingers along each extension to play back the Beginning/End Mobius strip not only charts current
be if the device solely managed challenges or solely audio like running a finger over piano notes. However, activity but also retains past cycles within the interface.
managed tasks. The functions are separated to allow matching with the physical disorder of the device, The devices trigger state changes at different times to
for a fuller exploration of each tangible interaction. In the audio also reflects a series of distortions. It is the emphasize different parts of the cycle. Also each has
the third round of investigations the qualities of each responsibility of the goal setter to return this disorder specific ways of representing the passage of time in
are combined. The timeline is devoted to simplified back into a balanced form by notifying the device of relation to universal time (what we see on our watches)
comparison over time. the beginning of their task completion. In this instance as well as the nearness to another goal buddy meeting
each digit slowly moves back into its original place. The (gameplay cycle). This amplifies our experience of time
The buddy image and instructions at the top of these device keeps the goal setter aware of the passage of and emphasizes the users’ commitment to the process.
studies helped curate the final Goal Buddy Cycle Map. time through this slow movement towards symmetry,
This includes browsing, choosing, revealing, accepting, much in the way an ambient timekeeping element The tangible device challenge completion studies
and responding to challenges; as well as recording, such as the sun passing through the sky heightens our highlight how the user browses and accepts
recalling, beginning, and finishing a task. The task awareness of the passing of time. For more examples challenges. (Figure 3.4) The first round of
completion study labels each interaction according of the qualities of ambient or celestial timekeepers see investigations suggested that possibility could be
to its contrasting state changes. (Figure 3.3) For the Taxonomy in Appendix A. expressed through options that are automatically
example, the first and second forms show devices that perceived or found through exploration. The first two
are made up of small movable units, which change the The other forms within this study more explicitly forms, the patterned rock and wheel, have choices that
topography and symmetry of the object. The Open/ reference the gradual passing of time, however each are implied by the form of the object. Each option is
Closed form works as a device that keeps track of the measures different parts of the process. For example, compartmentalized and mapped to a specific node on
beginning and end of the task. In a neutral state the the Light/Dark orb provides a continuous feed of the the tangible interface. This aids the browsing process,
full unit lays flat, upon recording a task the unit closes passing of time, and gets darker or lighter depending because users can navigate back to previously viewed
halfway. To recall or remember what task was stored, on its nearness to task recording and its status of task challenges and understand how many options exist.
the user pushes down on the surface to hold the arms completion. Once a goal setter begins their task the orb
parallel to the ground. As they begin and end their task begins to restore its original state much like the Order/
52 PART THREE INTERFACES 53
28. FIGURE 3.6 In the last two forms, the spinning top and viewfinder,
challenges must be found or explored by interacting
with the device. Re-finding options are time consuming
but this allows more time to reflect. The reflection
process is similar to reading an analog clock versus
a digital clock. For some people, accessing the
information from an analog clock is much slower.
During my preliminary research, an interviewee noted
this phenomenon to admit that he prefers the reflective
analog process so much that he turns his digital
computer clock off while working. Like the analog clock,
slowing down the challenge browsing ritual can be
beneficial, even though it is not the most efficient.
Two of the forms, the patterned rock and the spinning
top incorporate uncontrolled movement while the
wheel and viewfinder remain mostly static. The mostly
static objects designate certain areas of the device
as tools, which can control the browsing process.
The uncontrolled movement devices are objects that
express their state and mood through their entire
forms. I was drawn to this type of a design challenge,
because uncontrolled movement seemed to lead to
more spontaneous interaction because it is responding
to the physics of its surrounding environment. For
example, if the rock vibrates, the object moves on a
table, which we can feel and observe. We can also see
the rock’s pattern move which heightens our perception
of this uncontrolled activity. These are very conservative
actions, but the investigation could be followed by
extreme demonstrations of this principle.
54 PART THREE INTERFACES 55
29. FIGURE 3.7 INVESTIGATION THREE
The third round of investigation in this study presents In order to explain this investigation better, it is the main body of the spinning top there is also a dial,
one possible designed tangible interface to manage presented here as a scenario of use by our two persona which goal setters set while completing their tasks.
the goal process. (Figure 3.5) This object, which goal buddies: Chi and Jupiter. As you might remember
we will call the spinning top is a combination of the from the persona matrix and Part One, Jupiter’s goal Each buddy has their own device and can interact with
following qualities from earlier investigations: paper is to curate a manageable eco-friendly lifestyle. Chi’s the device as they meet and talk. Since the spinning top
task recording, limited browsing of challenges, Order/ goal is to compete at a dancing competition in August. is not embedded within a mobile phone, they can talk
1 2 Disorder task interaction states, and exploratory and Throughout this scenario themes and concepts from without being distracted by any of other functions. The
uncontrolled movement challenge interaction states. The Tangible Interaction Framework are referenced object only exists to mediate their goal process. Also,
The investigation combines these qualities into one in order to explain how the interface is designed for the device is embedded within their context. This allows
form in order to facilitate the goal cycle shown in the embodied interaction. for non-fragmented visibility because they can hold and
Goal Buddy Cycle Map. (Figure 2.2) manipulate the information on the device and show the
Chi sits in a coffee shop and checks his email and information to their buddy. (Hornecker and Burr 2006,
This object is one of many objects that could come Twitter as he waits for his goal buddy Jupiter to arrive. 4) The object acts as an Expressive Representation,
about from a combination of these studies. It exists to When Jupiter sits down they begin their meeting by allowing goal setters to externalize their process.
suggest that the long-term goal management process discussing the progress they have made in the past (Hornecker and Burr 2006, 5-6) Jupiter and Chi have an
can be experiential by incorporating social interaction two weeks, since their last meeting. They have been easier time at meetings because they can think through
and gameplay. It is built out of Eva Hornecker’s and using the GBS for a few weeks to mediate their goals. their tangible devices to tell what they have been up to.
Jacob Burr’s Tangible Interaction Framework. (Figure They use their Goal Buddy Device, the Spinning Top
3.7) The compatible graphic interface for this tangible to mediate their conversation. The spinning top feels To talk about their progress, the buddies pull out their
interface is implied through the narrative of interaction. something like a mix between an antique toy, locket, paper scrolls. Jupiter pulls her two lists out side-by-side
The graphic interface or goal buddy dashboard, is not time capsule, secret diary, and mezuzah. While the and begins discussing her difficulties that week. She
developed within these investigations because, as device looks like an older artifact, it is actually a smart looks at the list and explains how she felt lost trying
mentioned earlier, this is it is outside of the scope of this object that is equipped with: a digitized smart pen that to complete her task last week. Chi talks about his
project. Further investigation with this study would allow is placed all the way through the device, two retractable difficulties for that week and asks Jupiter her opinion
for design of the graphic interface and more iteration of paper scrolls hat are housed within the main body of on what his next task should be. He uses the two
the tangible interface. the device, and a detachable dome top with a small scrolls for challenges and tasks to explain what he has
3 4 digital screen underneath it. In between the dome and already accomplished and what he wants to accomplish.
56 PART THREE INTERFACES 57
30. This is important because both goal buddies can see, in a particular way to get the two tops to “sing” and it provides audio feedback that sounds like someone
feel, and manipulate these important elements of their “dance.” This physical display is in many ways what running their finger along a piano scale. He begins to
goal process through the tangible manipulation of the the actual challenge browsing process is trying to practice and after about twenty minutes he hears his
spinning top. They agree that he needs to begin start a accomplish: interdependency for feedback and mutual device playback the quick succession of playful notes.
journal to record all the things he practices. They also encouragement through interaction throughout the He goes to the device and looks at the dome’s screen. It
decide on Jupiter’s next task. To record their tasks the goal process. shows: One Up: Can you one up your task? Make your
buddies reach into the middle of the spinning top and task more specific by finding a more specific activity
pull out the smart pen. They write down their next task The spinning also allows time for the buddies to reflect within your task. An optimal challenge! Chi laughs,
and as they write, this note is being digitally stored in on one challenge at a time. If buddies want to re-find because this is one of the tasks that he and Jupiter
their goal buddy dashboard online. a previous challenge they can rotate the dome top. made together through the goal buddy dashboard. They
As Chi reads a challenge, he realizes it will be perfect made this last month, because they both felt they were
After recording their tasks, the buddies begin to talk for Jupiter. The dome top screen shows the following: getting lazy with their tasks. Chi had gone on his phone
about challenges. To browse challenges they spin their Report Out: Create (at least) three distinct phases for to access the challenge gallery and upload the challenge.
tops. As they spin the two tops create a song together. your task. When you complete one phase, record the He wanted to call the challenge Man-up! But Jupiter
The notes and pacing change depending on the way purpose of the phase and the outcome. Chi chose this looked at him strangely, and they decided a better name
the two tops spin. If goal buddies can spin the two tops because he knows Jupiter is someone who has a lot of would be “One-up.”
around near each other, they spin around in a way that passion for attempting each task she sets out to do, but
makes it look as if they are dancing. With each spin often she becomes too introspective about the process. After sitting and reflecting for a moment Chi pulls out
5 6 there is a crash that releases one side of the dome top. In meetings he usually just says this through his usual the smart pen and writes on the scroll “After I write
As a buddy pulls open the dome top, they secretly view comment: “You are thinking about it to much, instead down all my combinations, I will choose three and make
a screen, which displays one challenge. They repeat this you just need to do it.” one good set.” Chi had lots of combinations, which
process as many times as needed until they find the were a few dance moves held together by one or two
challenge they think is the best for their goal buddy. When Jupiter spins the top, she chooses a very transitions. He decided also to produce a set that
different kind of challenge for Chi. When they both is a series of combinations put together, to create a
The spinning interaction emphasizes the shared decide on a challenge, they take off the dome of their beginning middle and end. He realized after he created
inhabited space of the goal buddies. (Hornecker tops, and switch. Jupiter laughs while he hands the top and practiced his new set that he could use this for his
and Burr 2006, 5) It creates meaning in the space to Chi. She pretends she will cheat and look at it, but competition in August.
where the people and objects meet. The screen instead she completes the trade and puts the dome top
that is embedded within the top operates off of the in place on her device. Now the two goal buddies have By answering challenges Chi clarifies both his task
concept of perceived coupling. (Hornecker and Burr a part of each other’s spinning tops, which contain the and his goal. He realizes something about how
2006, 6) The digital screen as well as the music surprise challenges! he might get to where he wants to be. This is one
that is produced is perceived as “coming from” the example of how the GBS introduces inquiry to help
spinning top and is paired with the physical qualities Jupiter and Chi hang out for a little longer and then say Chi move closer to his goal.
of the form. Most importantly, the spinning encourages goodbye and part ways. A few days later, Chi decides he
embodied facilitation. (Hornecker and Burr 2006, 5) will try to complete his task. He goes to the gym with his When Chi leaves the gym, he picks up the spinning
The physical set up of the two spinning tops heightens new notebook to practice and write down all the dance top, but this time he puts the dome upside down
the cooperation between the two goal buddies. The combinations and transitions he already knows. When he because he finished his challenge. Meanwhile Jupiter
tangibility of the device causes the goal buddies to starts to practice he notifies his device that he has begun has also just finished her task and challenge. She feels
7 8 control their behavior in a certain way to collaborate the goal process by turning the thin dial wheel. He knows discouraged and even though she finished her task
by using the interface. They must spin together and that the device is registering this information because she thinks she might never reach her goal. As she gets
58 PART THREE INTERFACES 59
31. online to check Facebook and email she toggles to
see her dashboard. She notices an icon for a message.
She clicks on the message and it shows one of her
old tasks. She smiles and reads the task, which was
from last year, when she was working on an old goal: to
apply to grad school. She had started this goal with her
last goal buddy, who was her old college roommate. She
completely forgot about this task. Seeing it reminded
her that she must stick to her goal and stay focused.
Jupiter is encouraged to stay active because she
realizes it is the little everyday commitment to the goal
that makes her succeed. This renews her faith both in
the process and committing fully to her tasks. She feels
excited to go to the next meeting and see how Chi did
with his task and challenge this week.
When Chi and Jupiter meet again, they both realize
9 10 that they completed their tasks and challenges
because the tops are both upside-down. Before they
begin their meeting to talk about their goals, they spin
the tops that make a song together again, since both
buddies were successful. The upward-facing screens
also put on a show and respond with a color or pattern
as the devices spin.
The upside down tops indicate to the buddies that
progress has been made. This change in the form
demonstrates tailored representation because it is
building on their experience of the object. (Hornecker
and Burr 2006, 5) They know that when the tops are
down that nothing has changed since the last meeting.
When the tops are displaced, the devices look as if
they have one piece out of place. This playfulness,
which encourages the form to move from ordered
to disordered, further emphasizes the need for goal
setters to enjoy the process.
11 12
60 PART THREE INTERFACES 61