The Burgh Bears membership is gradually diminishing and their funds are dwindling. The reasons for this dynamic and possible solutions to the dilemma need to be explored, and facilitating creative thinking to address the challenge would be very useful.
Measuring the Networked Nonprofit - GROUP 2, Session 7: Reflection and Reiter...Beth Kanter
The document discusses various non-profit organizations' efforts to measure the effectiveness of their social media and online engagement strategies, including tracking metrics like page likes, shares, and comments to specific posts. It provides details on pilots run by LAUP to engage new parents, Surfrider Foundation's successful RAPtoberfest campaign, and Second Harvest Food Bank's use of images like animals to significantly increase user engagement on Facebook. The organizations reflected on lessons learned and strategies to improve engagement and measurement of results.
This document summarizes a meeting of the Packard Foundation Grantees Learning Group discussing measuring the impact of social media for nonprofits. The group discussed defining key metrics like conversion rates and engagement. They shared tools for tracking social media referrals and conversions in Google Analytics. Participants then presented their action learning projects, which involve measuring specific social media goals and key performance indicators for their organizations. The next steps are to implement these projects and continue sharing lessons.
This document summarizes Scott Hutcheson's presentation on Strategic Doing at the SSAB Quality of Life Planning Retreat in Cuyahoga Falls, Ohio on June 26, 2014. Strategic Doing is a framework that enables quick collaboration toward measurable outcomes. It divides basic questions into appreciative questions to think differently about issues and accelerate asset-based collaborations through agile strategic action plans. The document outlines the Strategic Doing process and packaging used at the retreat to define opportunities and pathways to address community quality of life issues.
Gamifying Elements for Soundscape Citizen Science - OPEN INNOVATION IN THE DI...Matt Harris
May 03, 2016
Gamifying Elements for Soundscape Citizen Science: Increasing User Contributions Through Design and Gamification
at SYMPOSIUM: RESEARCHING OPEN INNOVATION IN THE DIGITAL AGE
The document summarizes a session on benchmarking and key performance indicators (KPIs) for measuring social media efforts at nonprofits. Three organizations - the American Leadership Forum Silicon Valley, the National Wildlife Federation, and the Monterey Bay Aquarium - shared their experiences developing SMART objectives, identifying relevant peer organizations for benchmarking, and establishing KPIs to track performance. The session provided an overview of benchmarking and KPIs, and highlighted examples and challenges the organizations have faced in designing and implementing social media measurement pilots.
The document discusses challenges facing government agencies including shrinking budgets and increasing workload. It argues that meetings can be made more efficient through collaboration solutions like interactive displays and software, which allow all participants to be engaged from any location. This would help agencies make decisions faster and reduce costs from travel and repeated meetings. It provides examples of how collaboration solutions could help implement new policies more quickly and effectively.
The document provides a case study for a mobile application called PlanIt that aims to help groups of friends more easily make and decide on plans. It discusses the problems with current methods of coordinating plans via social networks, messaging apps, and calendars. The opportunity is presented for a more plan-focused app that is more casual than calendars but more efficient than texting. The solution proposed is PlanIt, which combines elements of social networks, calendars, group voting interfaces, and time limits. Competitive apps in the space are analyzed, and user research is conducted including interviews and development of user personas. The research finds that key priorities for users include friends, communication/reviews, decisiveness, and handling multiple chat threads when making plans
This document provides guidance on digital fundraising strategies to persuade more people to donate online. It discusses tuning the donation journey to maximize social information and not treating all donors the same. It also addresses whether online giving lacks emotion, if fundraising should be everywhere, and whether donors are involved enough. The document advocates using reciprocity and appealing to all parts of the brain to boost online donations. It emphasizes the need to be ambitious with digital fundraising to help charities utilize its full potential.
Measuring the Networked Nonprofit - GROUP 2, Session 7: Reflection and Reiter...Beth Kanter
The document discusses various non-profit organizations' efforts to measure the effectiveness of their social media and online engagement strategies, including tracking metrics like page likes, shares, and comments to specific posts. It provides details on pilots run by LAUP to engage new parents, Surfrider Foundation's successful RAPtoberfest campaign, and Second Harvest Food Bank's use of images like animals to significantly increase user engagement on Facebook. The organizations reflected on lessons learned and strategies to improve engagement and measurement of results.
This document summarizes a meeting of the Packard Foundation Grantees Learning Group discussing measuring the impact of social media for nonprofits. The group discussed defining key metrics like conversion rates and engagement. They shared tools for tracking social media referrals and conversions in Google Analytics. Participants then presented their action learning projects, which involve measuring specific social media goals and key performance indicators for their organizations. The next steps are to implement these projects and continue sharing lessons.
This document summarizes Scott Hutcheson's presentation on Strategic Doing at the SSAB Quality of Life Planning Retreat in Cuyahoga Falls, Ohio on June 26, 2014. Strategic Doing is a framework that enables quick collaboration toward measurable outcomes. It divides basic questions into appreciative questions to think differently about issues and accelerate asset-based collaborations through agile strategic action plans. The document outlines the Strategic Doing process and packaging used at the retreat to define opportunities and pathways to address community quality of life issues.
Gamifying Elements for Soundscape Citizen Science - OPEN INNOVATION IN THE DI...Matt Harris
May 03, 2016
Gamifying Elements for Soundscape Citizen Science: Increasing User Contributions Through Design and Gamification
at SYMPOSIUM: RESEARCHING OPEN INNOVATION IN THE DIGITAL AGE
The document summarizes a session on benchmarking and key performance indicators (KPIs) for measuring social media efforts at nonprofits. Three organizations - the American Leadership Forum Silicon Valley, the National Wildlife Federation, and the Monterey Bay Aquarium - shared their experiences developing SMART objectives, identifying relevant peer organizations for benchmarking, and establishing KPIs to track performance. The session provided an overview of benchmarking and KPIs, and highlighted examples and challenges the organizations have faced in designing and implementing social media measurement pilots.
The document discusses challenges facing government agencies including shrinking budgets and increasing workload. It argues that meetings can be made more efficient through collaboration solutions like interactive displays and software, which allow all participants to be engaged from any location. This would help agencies make decisions faster and reduce costs from travel and repeated meetings. It provides examples of how collaboration solutions could help implement new policies more quickly and effectively.
The document provides a case study for a mobile application called PlanIt that aims to help groups of friends more easily make and decide on plans. It discusses the problems with current methods of coordinating plans via social networks, messaging apps, and calendars. The opportunity is presented for a more plan-focused app that is more casual than calendars but more efficient than texting. The solution proposed is PlanIt, which combines elements of social networks, calendars, group voting interfaces, and time limits. Competitive apps in the space are analyzed, and user research is conducted including interviews and development of user personas. The research finds that key priorities for users include friends, communication/reviews, decisiveness, and handling multiple chat threads when making plans
This document provides guidance on digital fundraising strategies to persuade more people to donate online. It discusses tuning the donation journey to maximize social information and not treating all donors the same. It also addresses whether online giving lacks emotion, if fundraising should be everywhere, and whether donors are involved enough. The document advocates using reciprocity and appealing to all parts of the brain to boost online donations. It emphasizes the need to be ambitious with digital fundraising to help charities utilize its full potential.
Leading from a Distance: Practical Tips for Successful Virtual LeadershipHRDQ-U
The document provides tips for managing accountability in virtual teams. It discusses challenges with accountability in virtual settings, such as monitoring progress and assigning responsibility. It recommends using action plans to clarify expectations, timelines, and checkpoints. Regular check-ins allow teams to discuss progress and problems. The document also provides tips for holding people accountable after missed commitments, such as asking what contributed to the issue and how to prevent it going forward. Frequent communication of goals and responsibilities helps enhance accountability in virtual teams.
Virtual facilitation is a discipline that, when mastered, can have huge impact for individuals, teams and businesses. Here we present an introduction and give you some actionable tips to take into your day.
Even when COVID-19 containment is no longer necessary, our long-term future calls for less transportation and greater digital collaboration. Getting maximum impact will be invaluable for your organisation.
This document outlines an inquiry research task for students to complete. Students will research and identify the most valuable service in their local community. They will then create a persuasive presentation, such as a flyer, brochure or video, to convince their class why they chose that particular service. Students will work in groups of no more than 3 people. They will go through planning, research and presentation stages, collecting information about the service and citing sources. A checklist is provided to ensure all requirements are met before moving to the next stage. A fact file and bibliography template are also included. The document provides evaluation criteria for assessing students' information, organization, effort, digital citizenship and presentation of work.
Evaluating community projects
These guidelines were initially developed as part of the JRF Neighbourhood Programme. This programme is made up of 20 community or voluntary organisations all wanting to exercise a more strategic influence in their neighbourhood. The guidelines were originally written to help these organisations evaluate their work. They provide step-by-step advice on how to evaluate a community project which will be of interest to a wider audience.
What is evaluation?
Put simply, evaluation by members of a project or organisation will help people to learn from their day-to-day work. It can be used by a group of people, or by individuals working alone. It assesses the effectiveness of a piece of work, a project or a programme. It can also highlight whether your project is moving steadily and successfully towards achieving what it set out to do, or whether it is moving in a different direction. You can then celebrate and build on successes as well as learn from what has not worked so well.
Why evaluate?
Although evaluation may seem like an unnecessary additional task if you are already short of time and resources, it can save you both time and resources by keeping participants focused on, and working towards, the ultimate goal of the project. If necessary, it can refocus activity away from unproductive or unnecessary work.
This presentation was for my project with the GovLab "Solving Public Problems with Technology" that I participated in during Fall 2014. It briefly presents a the process of playing a tabletop role-playing game called @Stake at several Participatory Budgeting meetings and developing the mobile version.
Wild Apricot Free Expert Webinar: Leading Great Virtual Meetings with Nancy S...Wild Apricot
Learn how to structure more effective and engaging virtual meetings; recognize (unseen) structural challenges; identify ways to keep people engaged in a virtual world and acquire some specific tools that you can put to use to improve upcoming meetings.
Enjoy!
Community engagement 101 for the love of non profits (apr.10.19)Natasha Horsman
No matter what line of business or what type of organization, or whether you are a community volunteer or stakeholder, it’s important to effectively gather feedback from and maintain positive relationships with your community. In this presentation, you will learn about an internationally recognized framework to help you design, plan, and deliver community engagement. You’ll also get some tools, tips and tricks to help you get the most value when you lead or participate in engagement initiatives.
Running Effective Virtual Meetings: Tools & Techniques for EngagementBeth Kanter
This document provides tools and techniques for running effective virtual meetings. It begins with an agenda for a virtual training session on engagement in virtual meetings. The document then discusses survey results on common types and activities in virtual meetings. It provides tips for the before, during, and after stages of virtual meetings, including design, scheduling, opening and closing exercises, facilitation techniques, and follow up. Interactive exercises and templates are demonstrated for creating meeting norms, introductions, and evaluating meetings. Recipes are given for webinar formats involving presentations and panel discussions. The overall document aims to improve engagement and effectiveness in virtual meetings.
The document discusses leveraging user generated content and developing brand ambassadors. It provides an agenda for a marketing session, including discussions on paid media and leveraging past participants. The session will cover defining an engagement ladder and value proposition, and identifying influential people in one's network to become ambassadors. User generated content is described as authentic content created by users that can be more creative and generate free promotion through social sharing. The document outlines best practices for planning a UGC campaign, including determining goals, identifying the target audience and influencers, triggering participation through cultural moments, and measuring success.
The document outlines the agenda for a workshop on digital tools and resources for teaching. It includes activities like an overview of available tools, collaborative exploration in small groups, experimentation and creation with the tools, and whole group reflection. Participants are asked to explore 2-3 areas of the workshop website in depth, either alone or in small groups, and be prepared to share ideas for how the tools can enhance teaching and learning.
This document provides guidance for organizing a Slideluck event in a new city. It discusses establishing a team with roles for a director, producer, submissions coordinator, artist coordinator, press manager, and sponsorship manager. The first team meeting should establish goals, responsibilities, and communication plans. Global will provide cities with a Slideluck handbook, email address, and templates to help with submissions, press releases, and other materials. The document outlines next steps and deadlines for setting up the event.
The Commission on Human Rights (CHR) is a constitutional office in the Philippines mandated to protect and promote human rights. Its mandate includes:
- Investigating all forms of human rights violations involving civil and political rights
- Monitoring the Philippine government's compliance with international treaty obligations on human rights
- Recommending policies to promote and protect human rights to the government and private entities
- Providing assistance to victims of human rights violations
- Conducting information campaigns on human rights
- Establishing a continuing program of research, education and information to enhance respect for the primacy of human rights
So in summary, the CHR is tasked with protecting, promoting and fulfilling human rights for all people in the Philippines through monitoring, enforcement, education
This document provides summaries of various problem solving games that can be used in meetings and brainstorming sessions. It describes games like Circles and Soup which helps groups focus on achievable solutions, Day in the Life which maps out processes to identify areas for improvement, and Post-up which is used for brainstorming ideas on sticky notes. The document encourages the use of games to help groups think differently, connect with each other, and generate more creative solutions in a fun way.
This document provides an overview of developing faith formation networks for congregations in the 21st century. It discusses using a variety of content, methods, formats and delivery systems to address different life stages and needs. The networks would utilize multiple environments like self-directed learning, small groups and digital platforms. Sample themes for adult faith formation are presented, as well as examples of family faith formation playlists. The document outlines the process for designing, testing and scaling a faith formation network, including building a digital platform and curating religious content and experiences.
DigiActive Guide - Introduction to Facebook ActivismDigiActive
This document provides guidance on using Facebook for activism campaigns. It discusses pros and cons of Facebook activism, including its large user base but disorganized content. It outlines 7 steps to organizing a campaign, such as creating a Facebook group and external site, contacting organizations, and planning real-world actions. Examples from Burma and Morocco show how groups used Facebook to organize global protests. While Facebook enabled widespread organization, its tools were not tailored for activism. Groups supplemented with external sites and worked with established organizations.
This document provides an overview of building sustainability for organizations. It discusses key elements like leadership, revenue development, business practices, community engagement, and program development. It also presents sample situations nonprofits may face and how they impact sustainability. The document concludes that organizations must focus on building capacity in these areas for long-term health and vitality. It includes planning matrices for tracking major and smaller projects with tasks, leaders, dates and contact information.
This document summarizes a presentation on developing and sustaining community partnerships. It discusses determining all stakeholders in a partnership, collecting input from stakeholders to create shared goals and plans, and addressing challenges through effective communication and utilizing each partner's unique resources. Key lessons are that partnerships require reexamining membership and goals over time, collecting diverse stakeholder input, ensuring all voices feel included through communication, and acknowledging different partner goals and resources to create shared ownership.
The document discusses recommendations from a UX camp for improving collaboration between UX, development, and product management teams. It recommends conducting regular retrospective surveys to gather anonymous feedback on what is working well, pain points, and areas for improvement. It also suggests that teams collaborate earlier on requirements and user stories before creating mockups to avoid duplicate work and ensure mockups are informed by all parties. Additionally, it emphasizes the need to incorporate actual users and subject matter experts into the entire software development process through user research and testing, in order to create the best experience for users. Finally, it promotes adopting a Lean UX approach involving cross-functional collaboration, rapid experimentation and testing with users, and regular delivery of working software to maximize learning
A robust user test where in we screen down to 100 Remote Users - who are screened into 50 Non DSG Users, and 50 DSG Users - who are then sent through the following subtests:
- 50 Qualtrics All Tasks
- 25 Qualtrics New Features
- 25 Optimal Open Card Sort All Tasks
- 25 Optimal Tree Test Current Nav
- 50 Qualtrics Sentiments Test (
A diagram of this screening and process can be seen at https://docs.google.com/drawings/d/11P1bbI43_giOQvmkrC-koP1rm1brorqgx18Bt795y0U/edit?usp=sharing.
Leading from a Distance: Practical Tips for Successful Virtual LeadershipHRDQ-U
The document provides tips for managing accountability in virtual teams. It discusses challenges with accountability in virtual settings, such as monitoring progress and assigning responsibility. It recommends using action plans to clarify expectations, timelines, and checkpoints. Regular check-ins allow teams to discuss progress and problems. The document also provides tips for holding people accountable after missed commitments, such as asking what contributed to the issue and how to prevent it going forward. Frequent communication of goals and responsibilities helps enhance accountability in virtual teams.
Virtual facilitation is a discipline that, when mastered, can have huge impact for individuals, teams and businesses. Here we present an introduction and give you some actionable tips to take into your day.
Even when COVID-19 containment is no longer necessary, our long-term future calls for less transportation and greater digital collaboration. Getting maximum impact will be invaluable for your organisation.
This document outlines an inquiry research task for students to complete. Students will research and identify the most valuable service in their local community. They will then create a persuasive presentation, such as a flyer, brochure or video, to convince their class why they chose that particular service. Students will work in groups of no more than 3 people. They will go through planning, research and presentation stages, collecting information about the service and citing sources. A checklist is provided to ensure all requirements are met before moving to the next stage. A fact file and bibliography template are also included. The document provides evaluation criteria for assessing students' information, organization, effort, digital citizenship and presentation of work.
Evaluating community projects
These guidelines were initially developed as part of the JRF Neighbourhood Programme. This programme is made up of 20 community or voluntary organisations all wanting to exercise a more strategic influence in their neighbourhood. The guidelines were originally written to help these organisations evaluate their work. They provide step-by-step advice on how to evaluate a community project which will be of interest to a wider audience.
What is evaluation?
Put simply, evaluation by members of a project or organisation will help people to learn from their day-to-day work. It can be used by a group of people, or by individuals working alone. It assesses the effectiveness of a piece of work, a project or a programme. It can also highlight whether your project is moving steadily and successfully towards achieving what it set out to do, or whether it is moving in a different direction. You can then celebrate and build on successes as well as learn from what has not worked so well.
Why evaluate?
Although evaluation may seem like an unnecessary additional task if you are already short of time and resources, it can save you both time and resources by keeping participants focused on, and working towards, the ultimate goal of the project. If necessary, it can refocus activity away from unproductive or unnecessary work.
This presentation was for my project with the GovLab "Solving Public Problems with Technology" that I participated in during Fall 2014. It briefly presents a the process of playing a tabletop role-playing game called @Stake at several Participatory Budgeting meetings and developing the mobile version.
Wild Apricot Free Expert Webinar: Leading Great Virtual Meetings with Nancy S...Wild Apricot
Learn how to structure more effective and engaging virtual meetings; recognize (unseen) structural challenges; identify ways to keep people engaged in a virtual world and acquire some specific tools that you can put to use to improve upcoming meetings.
Enjoy!
Community engagement 101 for the love of non profits (apr.10.19)Natasha Horsman
No matter what line of business or what type of organization, or whether you are a community volunteer or stakeholder, it’s important to effectively gather feedback from and maintain positive relationships with your community. In this presentation, you will learn about an internationally recognized framework to help you design, plan, and deliver community engagement. You’ll also get some tools, tips and tricks to help you get the most value when you lead or participate in engagement initiatives.
Running Effective Virtual Meetings: Tools & Techniques for EngagementBeth Kanter
This document provides tools and techniques for running effective virtual meetings. It begins with an agenda for a virtual training session on engagement in virtual meetings. The document then discusses survey results on common types and activities in virtual meetings. It provides tips for the before, during, and after stages of virtual meetings, including design, scheduling, opening and closing exercises, facilitation techniques, and follow up. Interactive exercises and templates are demonstrated for creating meeting norms, introductions, and evaluating meetings. Recipes are given for webinar formats involving presentations and panel discussions. The overall document aims to improve engagement and effectiveness in virtual meetings.
The document discusses leveraging user generated content and developing brand ambassadors. It provides an agenda for a marketing session, including discussions on paid media and leveraging past participants. The session will cover defining an engagement ladder and value proposition, and identifying influential people in one's network to become ambassadors. User generated content is described as authentic content created by users that can be more creative and generate free promotion through social sharing. The document outlines best practices for planning a UGC campaign, including determining goals, identifying the target audience and influencers, triggering participation through cultural moments, and measuring success.
The document outlines the agenda for a workshop on digital tools and resources for teaching. It includes activities like an overview of available tools, collaborative exploration in small groups, experimentation and creation with the tools, and whole group reflection. Participants are asked to explore 2-3 areas of the workshop website in depth, either alone or in small groups, and be prepared to share ideas for how the tools can enhance teaching and learning.
This document provides guidance for organizing a Slideluck event in a new city. It discusses establishing a team with roles for a director, producer, submissions coordinator, artist coordinator, press manager, and sponsorship manager. The first team meeting should establish goals, responsibilities, and communication plans. Global will provide cities with a Slideluck handbook, email address, and templates to help with submissions, press releases, and other materials. The document outlines next steps and deadlines for setting up the event.
The Commission on Human Rights (CHR) is a constitutional office in the Philippines mandated to protect and promote human rights. Its mandate includes:
- Investigating all forms of human rights violations involving civil and political rights
- Monitoring the Philippine government's compliance with international treaty obligations on human rights
- Recommending policies to promote and protect human rights to the government and private entities
- Providing assistance to victims of human rights violations
- Conducting information campaigns on human rights
- Establishing a continuing program of research, education and information to enhance respect for the primacy of human rights
So in summary, the CHR is tasked with protecting, promoting and fulfilling human rights for all people in the Philippines through monitoring, enforcement, education
This document provides summaries of various problem solving games that can be used in meetings and brainstorming sessions. It describes games like Circles and Soup which helps groups focus on achievable solutions, Day in the Life which maps out processes to identify areas for improvement, and Post-up which is used for brainstorming ideas on sticky notes. The document encourages the use of games to help groups think differently, connect with each other, and generate more creative solutions in a fun way.
This document provides an overview of developing faith formation networks for congregations in the 21st century. It discusses using a variety of content, methods, formats and delivery systems to address different life stages and needs. The networks would utilize multiple environments like self-directed learning, small groups and digital platforms. Sample themes for adult faith formation are presented, as well as examples of family faith formation playlists. The document outlines the process for designing, testing and scaling a faith formation network, including building a digital platform and curating religious content and experiences.
DigiActive Guide - Introduction to Facebook ActivismDigiActive
This document provides guidance on using Facebook for activism campaigns. It discusses pros and cons of Facebook activism, including its large user base but disorganized content. It outlines 7 steps to organizing a campaign, such as creating a Facebook group and external site, contacting organizations, and planning real-world actions. Examples from Burma and Morocco show how groups used Facebook to organize global protests. While Facebook enabled widespread organization, its tools were not tailored for activism. Groups supplemented with external sites and worked with established organizations.
This document provides an overview of building sustainability for organizations. It discusses key elements like leadership, revenue development, business practices, community engagement, and program development. It also presents sample situations nonprofits may face and how they impact sustainability. The document concludes that organizations must focus on building capacity in these areas for long-term health and vitality. It includes planning matrices for tracking major and smaller projects with tasks, leaders, dates and contact information.
This document summarizes a presentation on developing and sustaining community partnerships. It discusses determining all stakeholders in a partnership, collecting input from stakeholders to create shared goals and plans, and addressing challenges through effective communication and utilizing each partner's unique resources. Key lessons are that partnerships require reexamining membership and goals over time, collecting diverse stakeholder input, ensuring all voices feel included through communication, and acknowledging different partner goals and resources to create shared ownership.
The document discusses recommendations from a UX camp for improving collaboration between UX, development, and product management teams. It recommends conducting regular retrospective surveys to gather anonymous feedback on what is working well, pain points, and areas for improvement. It also suggests that teams collaborate earlier on requirements and user stories before creating mockups to avoid duplicate work and ensure mockups are informed by all parties. Additionally, it emphasizes the need to incorporate actual users and subject matter experts into the entire software development process through user research and testing, in order to create the best experience for users. Finally, it promotes adopting a Lean UX approach involving cross-functional collaboration, rapid experimentation and testing with users, and regular delivery of working software to maximize learning
A robust user test where in we screen down to 100 Remote Users - who are screened into 50 Non DSG Users, and 50 DSG Users - who are then sent through the following subtests:
- 50 Qualtrics All Tasks
- 25 Qualtrics New Features
- 25 Optimal Open Card Sort All Tasks
- 25 Optimal Tree Test Current Nav
- 50 Qualtrics Sentiments Test (
A diagram of this screening and process can be seen at https://docs.google.com/drawings/d/11P1bbI43_giOQvmkrC-koP1rm1brorqgx18Bt795y0U/edit?usp=sharing.
The document outlines the various steps involved in a customer's online shopping journey from selecting products to checkout. It involves inventory checks, applying promotions, options for payment and delivery methods, updating order and inventory systems, and integrating with third party services. Customer service representatives may also provide assistance to shoppers who have questions. The process aims to create a seamless omnichannel experience for customers.
This document discusses optimizing the workflow for user experience work at a company. It proposes separating optimization work from project work and streamlining the process for optimizations by holding ideation meetings, creating wireframes for phones, tablets and desktops, and then having those wireframes reviewed by product management, user interface designers, and front end developers. This new process is aimed at reducing wasted time for the UX team compared to previous methods which included specific UX research, reviewing past research, and multiple rounds of iterative wireframing.
This document outlines the current workflow for an intake UX issue tracking process that ends in optimization testing. It involves various types of UX work including project types, stakeholder presentations, issue tracking, email, meetings, specifications, research, wireframes, and prototypes. The workflow includes digesting user data, ideation meetings with optimization teams, iterative wireframing, development tagging, evaluation, and adoption stages before ending in optimization testing. It notes this process can be time consuming for UX teams.
This document summarizes the findings of a usability study conducted for the Dick's Sporting Goods mobile app home screen. 50 users tested the app, providing feedback on cards they would want on the home screen and how they would arrange them. Users generally preferred the Offers, Weekly Ad, and MOVE cards. They also suggested additional cards like order history and product recommendations. Users rated the prototype design highly and felt it matched Dick's brand well, though some pages could be simplified. Minor issues included confusion over account/rewards setup and multiple store location pages.
This document summarizes findings from a usability study of Dick's Sporting Goods online account features. It provides demographics of DSG customers and their online shopping experiences. It also analyzes tasks users wanted to perform and where they searched. Users struggled most with viewing loyalty points and editing their email. New features of highest importance included viewing rewards and previously reviewed products. While most users create accounts, some prefer checking out as guests to avoid emails and remembering passwords.
This webpage interface allows users to log in and search for available rooms now, view their past reservations, and reserve a new room. It displays dynamic tables with paging functionality to list available rooms and past reservations. The interface also provides options to view policies and log out.
Designers from the User Interface (UI) Team designed interactions and redesigns for the Field & Stream website homepage, and collaborated with members of the User Experience (UX) Team to identify/screen potential user testers and define testing tasks.
The eCommerce Purchase Path Team has requested existing user data and additional user research on the checkout Payment
Methods webpage, specifically focusing on Promotion Codes and ScoreCard Reward Certificates.
Optimization as a sequence of reciprocal cause and
effect in which two or more elements intensify and aggravate each other, leading inexorably to a worsening of the situation.
In collaboration with the Product Management Team, the UX Team has been asked to complete a website audit of the Dick’s Sporting Goods desktop website, but through a tablet device experience.
Tim Broadwater created a concept map for their research project on niche tabletop role-playing games (RPGs). The map shows core topics like the niche of tabletop RPGs, differences between European and American game design, and why sales of tabletop games are increasing. It also lists sources that discuss issues around identity, socialization, and creativity in tabletop RPGs or provide perspectives on game design and the gaming industry. The map will help Broadwater define their niche for a tabletop RPG, identify relevant skill sets, and consider time/cost viability when designing a niche tabletop RPG.
This usability study tested key features of the desktop purchase path experience for Dick's Sporting Goods. Issues were found across loading performance, general experiences, promotions, shipping methods, ScoreCard integration, and BOPIS functionality for both guest and registered users. Recommendations included improving address autofill, testing shipping terminology, optimizing content details, prototyping tooltips over modals, and incentivizing guest users to create accounts.
This document summarizes the results of a usability study testing men's footwear taxonomy on DICK's Sporting Goods' eCommerce site. Five shoes were tested to see how easily users could find them. Observations showed users primarily filtered by brand and color. Pain points included confusing mega-menu interactions and too many shoe options after filtering. Recommendations included improving filtering, cross-listing items in multiple categories, and testing page layout changes.
This document provides a UX audit of Dick's Sporting Goods' careers website in preparation for a redesign. It includes a competitor analysis, identification of accessibility issues, analysis of existing user pain points, and a request for additional data. Key findings include opportunities to improve the job search functionality, navigation on mobile, and meeting common design patterns from benchmark sites. The goal is to inform wireframe design and ensure an accessible, easy to use experience for job seekers.
As DICK’s Sporting Goods prepares for the 2016 holiday season, Senior eCommerce Merchandising
Strategy requested user research on naming conventions, content, and L0 / L1 / L2 structure for the “featured” mega-menu item from the UX Team.
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
Revolutionizing the Digital Landscape: Web Development Companies in Indiaamrsoftec1
Discover unparalleled creativity and technical prowess with India's leading web development companies. From custom solutions to e-commerce platforms, harness the expertise of skilled developers at competitive prices. Transform your digital presence, enhance the user experience, and propel your business to new heights with innovative solutions tailored to your needs, all from the heart of India's tech industry.
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
Slides used for the International Upcycling Research Network advisory board 4 (last one). The project is based at De Montfort University in Leicester, UK, and funded by the Arts and Humanities Research Council.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
Decormart Studio is widely recognized as one of the best interior designers in Bangalore, known for their exceptional design expertise and ability to create stunning, functional spaces. With a strong focus on client preferences and timely project delivery, Decormart Studio has built a solid reputation for their innovative and personalized approach to interior design.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
2. 2
Contents
Title Page ������������������������������������������������������������������������������������������������������������������������������������������1
Table of Contents ��������������������������������������������������������������������������������������������������������������������������2
Participant & Problem
The Problem ������������������������������������������������������������������������������������������������������������������������������������3
About the Participants ����������������������������������������������������������������������������������������������������������������4
Contacting the Participants: ����������������������������������������������������������������������������������������������������5
Participant Consent ����������������������������������������������������������������������������������������������������������������������6
Scheduling of Warm-Up Activity ��������������������������������������������������������������������������������������������7
Warm-Up Activity
Warm-Up Activity Plan
Activities �������������������������������������������������������������������������������������������������������������������������������������������8
Detailed Design ��������������������������������������������������������������������������������������������������������������������������12
Warm-Up Activity: Documentation
Warm-Up Activity �����������������������������������������������������������������������������������������������������������������������13
Warm-Up Activity Feedback ��������������������������������������������������������������������������������������������������17
Warm-Up Activity Analysis �����������������������������������������������������������������������������������������������������19
Visual-Storytelling Activity
Visual-Storytelling Activity Plan
Activities ����������������������������������������������������������������������������������������������������������������������������������������20
Detailed Design ��������������������������������������������������������������������������������������������������������������������������24
Warm-Up Activity: Documentation
Visual-Storytelling Activity �����������������������������������������������������������������������������������������������������25
Visual-Storytelling Feedback & Analysis ��������������������������������������������������������������������������30
Project Video
Video Presentation ��������������������������������������������������������������������������������������������������������������������31
Appendix
Figures ��������������������������������������������������������������������������������������������������������������������������������������������32
References �������������������������������������������������������������������������������������������������������������������������������������33
Tables ����������������������������������������������������������������������������������������������������������������������������������������������34
3. 3
The Problem
The Burgh Bears are a non-profit social group that conducts charitable
fundraising for their local community in Pittsburgh, Pennsylvania. In recent
years the organization’s membership is decreasing, and with the decrease the
Burg Bears’ charitable support to the community is shrinking.
Compiling the group’s overall experience with non-profit organizations,
advertising, design, and marketing yields many years of individual professional
experience, as well as loyalty to the organization. The Burgh Bears desire
growth and an increase in charitable donations, but at this point it is apparent
that the group is all voluntary.
Specific Problem
The Burgh Bears membership is gradually diminishing and their funds are
dwindling. The reasons for this dynamic and possible solutions to the dilemma
need to be explored, and facilitating creative thinking to address the challenge
would be very useful.
4. 4
About the Participants
Figure 1. McAllister, S. (2012). Burgh Bears logo. [Online image].
Retrieved January 18, 2015, from http://www.burghbears.org/
Participant Overview
The Burgh Bears (Figures 2–7) is a non-profit organization created to both
promote social/recreational activities for its members, as well as provide
charitable fund raising for different entities in the greater Pittsburgh area.
They raise money for the Pittsburgh Aids Task Force, the Shepherd Wellness
Community, PERSAD, the Pittsburgh Zoo & PPG Aquarium, and the Gay &
Lesbian Community Center of Pittsburgh.
Group Details
David Eichelberger
Organization Committee
Jeremy Lott
Treasurer
Dennis Mowrey
Social Director
Ray Sager
Event Coordinator
Kevin Truscott
President
Lee Volk
Membership Director
Figures 2–7. Burgh Bears Board Members’ Facebook Group pictures. (2015).
Reprinted with permission.
5. 5
Contacting the Participants
Electronic Contact
Email is used to contact the group participants (Figure 2) to explain the
activity, to describe the role of the facilitator, and to explain the procedure
and consent issues. Also, this email is used to inquire about general
willingness of participation, to list what information is required, and to
proceed to consent.
Figure 8. Email. Author’s image.
6. 6
Participant Consent
Electronic Consent
Electronic consent is used as an online consent form that can be
electronically sent to group participants through email, text, message, or
other formats that support hypermedia. The consent form explains the
process, the recording, and records the participants agreement electronically.
Figure 9. Qualtrics form. Author’s image.
7. 7
Scheduling of Warm-Up Activity
Electronic Scheduling
Electronic scheduling is used to simplify the process of scheduling times for
the Warm-Up and Visual-Storytelling Activities. Potential dates are entered
into an online form, a link is sent to group participants, and they simply enter
their name and select dates and times for which they are available.
Figure 10. Doodle poll. Author’s image.
8. 8
Project Activity Plan
Icebreaker Activity Three Words
Goals & Expected Outcome
The goal is to break the ice, start the group’s creative juices flowing, and
facilitate the group members in writing down and sharing three words that
describe the coolest fund-raisers, group activities, and member experiences
they have had with the Burgh Bears or with any other organization or
participatory event. Also, write down what you think the success factors were
for that event.
Group Activity
The six members of the group will participate in an interactive conversation
and screen sharing. The problem the group will be addressing is creating a
master list of fundraising, group activities, and experiences and making each
participant aware of how that worked.
Resources & Supplies
Web Cameras, Internet Browser, Google Hangout, Keyboards, Mice, Paper,
Markers/Colored Pencils
Project-Planning Tasks
• Determine a time when the entire group can use Google Hangouts
• Create a shared online session with screen recording
• Deadline: February 14, 2015
• Time Allotment: 10 Minutes
Warm-Up Activity
Time What’s Happening?
1
Activity
Instructions
2 Min.
Facilitator introduces themselves and
announces instructions
2 Three Words 3 Min.
Participants will draw or write three
words down on one sheet of paper
3 Discussion 5 Min. Group will discuss words
Note. This table illustrates the step-by-step organization of the Three Words icebreaker activity.
Table 1
Warm-Up Activity Icebreaker Flowchart
9. 9
Project Activity Plan
Activity Never-Never Drawing
Goals & Expected Outcome
The goal is to facilitate a dialog in the form of a drawing with the Burgh Bears.
Participants are asked to draw a negative experience within any organization
or club through a drawn picture.
Group Activity
The six members of the group will participate in an online drawing. The
problem the group will be addressing is visualizing a negative or undesirable
experience within their organization, and communicating that experience to
the other participants without words.
Resources & Supplies
Web Cameras, Internet Browser, Google Hangout, Keyboards, Mice, Paper,
Markers/Colored Pencils
Project-Planning Tasks
• Deadline: February 14, 2015
• Time Allotment: 15 Minutes
Warm-Up Activity
Time What’s Happening?
1
Activity
Instructions
2 Min. Facilitator introduces instructions
2
Never-Never
Drawing
8 Min.
Participants will draw a negative
experience on paper
3 Discussion 5 Min. Group will discuss drawings
Note. This table illustrates the step-by-step organization of the Never-Never Drawing activity.
Table 2
Warm-Up First Activity Flowchart
10. 10
Project Activity Plan
Activity Help It Grow (Visually)
Goals & Expected Outcome
The goal is to facilitate group creativity and ideation as to what could help
the Burgh Bears visualize and describe what they would like to see.
Group Activity
The six members of the group will participate in an interactive conversation,
quad-drawing, and screen sharing. The group will be dividing a piece of
paper into four sections, and visualize through drawing or writing, four things
they would like to see happen with the Burgh Bears group.
Resources & Supplies
Web Cameras, Internet Browser, Google Hangout, Keyboards, Mice, Paper,
Markers/Colored Pencils
Project-Planning Tasks
• Deadline: February 14, 2015
• Time Allotment: 15 Minutes
Warm-Up Activity
Time What’s Happening?
1
Activity
Instructions
2 Min. Facilitator introduces instructions
2
Help It Grow
(Visually)
8 Min.
Participants will draw or write four
ideas on one sheet of paper
3 Discussion 5 Min. Group will discuss visualizations
Note. This table illustrates the step-by-step organization of the Help It Grow (Visually) activity.
Table 3
Warm-Up Second Activity Flowchart
11. 11
Project Activity Plan
Cool-Down Activity
Goals & Expected Outcome
This activity is a wrap-up of the Warm-Up Activity. It provides a few minutes
for the Burgh Bears to reflect on each activity, and includes how the
participants can apply this thinking to their organization.
Group Activity
The six members of the group at the end of the cool-down will be asked
to provide feedback on the workshop and the facilitator through a link to a
Qualtircs survey.
Resources & Supplies
Web Cameras, Internet Browser, Google Hangout, Keyboards, Mice, Qualtrics
Project-Planning Tasks
• Deadline: February 14, 2015
• Time Allotment: 10 Minutes
Warm-Up Activity
Time What’s Happening?
1 Activity Review 5 Min.
Discuss the experiences and how
they apply to the organization
2 Feedback 5 Min.
Participants complete the post-
activity survey
Note. This table illustrates the step-by-step organization of the Cool-Down activity.
Table 4
Warm-Up Cool-Down Activity Flowchart
12. 12
Warm-Up Activity Detailed Design
Date/Time (50 Min.) Intent (Why) Methods & Steps (What & How) Materials Set-Up
February 5, 2015
7:00 P.M. - 7:10 P.M.
(10 Min.)
Three Words
Participants break the ice by
writing down and sharing
three words that describe a
positive experience. The intent
is to connect the group in a
positive way.
• Facilitator introduces the experience, the purpose,
and provides consent forms
• Participants will describe the coolest fund-raisers,
group activities, and member experiences they
have had with the Burgh Bears or with any other
organization or participatory event. Also, they will
write down what they think the success factors
were for that event
• Group will discuss words
Computer w/Internet
Access, Web Camera,
Google+ Hangout,
Paper, Writing
Materials, Survey
• Create a Qualtrics or
SurveyMonkey waiver
• Create Google+ Hangout and
send participants the link
7:10 P.M. - 7:25 P.M.
(15 Min.)
Never-Never Drawing
Participants draw a negative
experience to facilitate sharing,
in order to identify similar
perspectives within the group.
• Facilitator introduces instructions
• Participants will visualize a negative experience or
something they ‘never want to see again’ within
the club, and see if they can communicate that to
the other participants without words
• Group will discuss drawings
Computer w/Internet
Access, Web Camera,
Google+ Hangout,
Paper, Drawing
Materials
• Participants will need a new
paper for their drawing
materials
7:25 P.M. - 7:40 P.M.
(15 Min.)
Help It Grow (Visually)
Participants visualize through
drawing or writing goals, with
the intent being to develop
steps to achieve those goals.
• Facilitator introduces instructions
• Participants will divide a piece of paper into four
sections, and visualize through drawing or writing,
four things they would like to see happen with the
Burgh Bears group
• Group will discuss visualizations
Computer w/Internet
Access, Web Camera,
Google+ Hangout,
Paper, Drawing and
Writing Materials
• Participants will need a new
paper for their drawing and
writing materials
7:40 P.M. - 7:50 P.M.
(10 Min.)
Cool Down
Participants reflect on each
activity with the intent of
gaining retention with each
other’s experiences.
• Discuss the experiences and how they apply to the
organization
• Participants complete the post-activity
survey at http://wvu.qualtrics.com/jfe/form/
SV_9S1Jo4AzzL0aMTz
Computer w/Internet
Access, Web Camera,
Google+ Hangout,
Survey
• Create a Qualtrics or
SurveyMonkey Survey
Note. This table illustrates the step-by-step organization of the Warm-Up Activity.
Table 5
Warm-Up Detailed Design Flowchart
13. 13
Documentation Warm-Up Activity
Overview
As defined in the Warm-Up Activity Plan, the Warm-Up is an icebreaker that
encourages participants to use creative thinking and drawing to foster creative
exploration.
An online session is made to facilitate the Warm-Up Activity Plan, and a brief
explanation of the technology and interface is provided. At this point the
facilitator provides an introduction to the activity, explains the time that would
be required, and asks if their are any questions.
Figure 11. Google+ Hangout. Author’s image.
14. 14
Documentation Warm-Up Activity
Three Words Icebreaker
The group participants are asked to write down three words that best describe
a group activity, fund-raiser, or charity event in which they have participated.
Results
Despite the different words and events that participants describe, enjoyment
or fun were the similar concepts and emotions that people described. Total
results were the following:
• Activity
• Awareness
• Community
• Easy
• Engaging
• Fun
• Inviting
• Outdoors
• People
• Proceeds
• Work
Figures 12–16. Three Words Icebreaker participant responses. Author’s images.
15. 15
Documentation Warm-Up Activity
Never-Never Drawing
The group participants are asked to think about and visualize a negative
instance that they have experienced when participating in a group, with a
fund-raiser, or at a group participation event (and one that they would not
want to see again).
Results
Many experiences were expressed through drawing, words, or a combination
of both. Most of the participant’s drawings were similar – with a single figure
standing outside a group of figures – and were attributed to:
• Cliquishness
• Negativity
• Workload Distribution
• Being Singled-Out
• Snobbery
Figures 17–21. Never-Never Drawing participant responses. Author’s images.
16. 16
Documentation Warm-Up Activity
Help It Grow (Visually)
The group participants are asked to fold a piece of paper into four sections.
The participants are then asked to write or draw one thing in each of those
squares that they would like to see happen with their organization, possibly a
goal that can be achieved, or something great that the organization could do.
Results
• Achieve excitement
• Become more welcoming and friendly
• Encourage members
• Engage the community/branding
• Have a sense of community
• Meet new people, promote, and connect
• Name recognition/marketing
• Next generation/younger members
• Growing/Increasing membership
• Be more involved in the community
• Be recognized nationally
• Look to other groups for examples
• Develop new ideas
• Move social media and organization to open membership
• Get rid of membership/make it more affordable
• Diversify and do more activities outside bars
• Game nights, day trips, outside Pittsburgh
• Help out others
Figure 22–26. Help It Grow participant responses. Author’s images.
17. 17
Documentation Warm-Up Activity
Participant Feedback
As defined in the Warm-Up Activity Plan, the post-activity feedback form is
created to collect the following four participant’s thoughts:
Your overall experience was?
1 Excellent
1 Above Average
2 Average
The facilitator’s preparation was?
3 Excellent
1 Above Average
Your understanding of the various task can be described as?
1 Excellent
2 Above Average
1 Average
Figure 27. Warm-Up Activity feedback survey. Author’s image.
18. 18
Documentation Warm-Up Activity
Individual Comments
What I expected from this workshop:
• To grow the organization
• to get a better understanding of how a website that will be beneficial to
the Burgh Bears club
• come up with new ideas and views for change
• I was uncertain as to expectations, I knew that this would involve ways to
make the group and website better.
What I experienced from this workshop:
• gained knowledge from other people
• that all the board members have similar goals.
• venting on stuff that has been said in the past and has come up again on
several levels
• I experienced a very good sessions with good questions and interactions
with the facilitator and the other participants.
What I appreciate about this experience:
• Was able to hear everyones comment
• not having to have a face to face meeting on a week night.
• being able to express my opinions without judgment
• I appreciated the back and forth discussions that were allowed by the
session.
What I would like to have more of:
• Contact from the people that are the ones that have the negative
comments outside the club
• more time to discuss ideas.
• cooperation and openness to new ideas instead of going with the same
old, same old.
• I would like to have more of these discussions which can help with website
development.
19. 19
Documentation Warm-Up Activity
Analysis
After participants completed the Warm-Up Activity, information from this
activity feeds into the Visual-Storytelling Activity to facilitate methods in
which the organization can tackle the problem of growing membership and
increasing charitable donations.
The participants are provided with the following visual aid before the
Visual-Storytelling Activity:
Figure 28. Visual Aid. Author’s image.
20. 20
Project Activity Plan
Icebreaker Activity Visual Reflecting
Goals & Expected Outcome
The goal is to break the ice, start the group’s creative juices flowing, and
facilitate the group in writing, sharing, and reflecting on the participant’s
compiled results Visual Aid (Figure 28).
Group Activity
The six members of the group will participate in an interactive conversation
and screen sharing. The problem the group will be addressing is reflecting
and commenting on a visual aid.
Resources & Supplies
Web Cameras, Internet Browser, Google Hangout, Keyboards, Mice, Paper,
Markers/Colored Pencils
Project-Planning Tasks
• Determine a time when the entire group can use Google Hangouts
• Create a shared online session with screen recording
• Deadline: March 1, 2015
• Time Allotment: 10 Minutes
Visual-Storytelling Activity
Time What’s Happening?
1
Activity
Instructions
2 Min.
Facilitator introduces visual aid and
gives instructions
2 Visual Reflecting 3 Min.
Participants will write comments and
thoughts on one sheet of paper
3 Discussion 5 Min.
Group will discuss comments/
thoughts
Note. This table illustrates the step-by-step organization of the Visual Reflecting icebreaker
activity.
Table 6
Visual-Storytelling Activity Icebreaker Flowchart
21. 21
Project Activity Plan
Activity ‘What We Want’ Drawing
Goals & Expected Outcome
The goal is to facilitate a dialog drawing with the Burgh Bears centered
around the center ‘What Do We Want’ section of the Visual Aid (Figure 28),
visualizing ideas or plans that would meet four of those goals.
Group Activity
The six members of the group will participate in an online drawing. The
problem the group will be addressing is choosing four of the goals from the
‘What Do We Want’ section of the visual aid, and drawing an idea or plan to
make that happen.
Resources & Supplies
Web Cameras, Internet Browser, Google Hangout, Keyboards, Mice, Paper,
Markers/Colored Pencils
Project-Planning Tasks
• Deadline: March 1, 2015
• Time Allotment: 15 Minutes
Visual-Storytelling Activity
Time What’s Happening?
1
Activity
Instructions
2 Min. Facilitator introduces instructions
2
‘What We Want’
Drawing
8 Min.
Participants will draw four ideas or
plans to achieve the goals from the
‘What Do We Want’ section of the
visual aid
3 Discussion 5 Min. Group will discuss drawings
Note. This table illustrates the step-by-step organization of the ‘What We Want’ Drawing activity.
Table 7
Visual-Storytelling First Activity Flowchart
22. 22
Project Activity Plan
Activity Ideal Pathways
Goals & Expected Outcome
The goal is to facilitate a group drawing that tells the story of a person
going through the stages of learning about, becoming, participating over
time, eventually volunteering, and speaking to others about the Burgh Bear
organization including the organization website.
Group Activity
The six members of the group will participate in an interactive drawing,
while co-authoring a drawing of the ideal ‘life cycle’ of a Burgh Bears
member. The problem the group will be addressing is creatively exploring
and understanding the potential for the organization’s website, and calls-to-
action.
Resources & Supplies
Web Cameras, Internet Browser, Google Hangout, Keyboards, Mice, Paper,
Markers/Colored Pencils
Project-Planning Tasks
• Deadline: March 1, 2015
• Time Allotment: 15 Minutes
Visual-Storytelling Activity
Time What’s Happening?
1
Activity
Instructions
2 Min. Facilitator introduces instructions
2 Ideal Pathways 8 Min.
Participants will draw pathway
for a member that includes the
organization website
3 Discussion 5 Min. Group will discuss drawings
Note. This table illustrates the step-by-step organization of the Ideal Pathways activity.
Table 8
Visual-Storytelling Second Activity Flowchart
23. 23
Project Activity Plan
Cool-Down Activity
Goals & Expected Outcome
This activity is a wrap-up of the Visual-Storytelling Activity. It provides a few
minutes for the Burgh Bears to reflect on each activity, and includes how the
participants can apply this thinking to their organization.
Group Activity
The six members of the group at the end of the cool-down will be asked
to provide feedback on the workshop and the facilitator through a link to a
Qualtircs survey.
Resources & Supplies
Web Cameras, Internet Browser, Google Hangout, Keyboards, Mice, Qualtrics
Project-Planning Tasks
• Deadline: March 1, 2015
• Time Allotment: 10 Minutes
Time What’s Happening?
1 Activity Review 5 Min.
Discuss the experiences and how
they apply to the organization
2 Feedback 5 Min.
Participants complete the post-
activity survey
Note. This table illustrates the step-by-step organization of the Cool-Down activity.
Table 9
Visual-Storytelling Cool-Down Activity Flowchart
Visual-Storytelling Activity
24. 24
Visual-Storytelling Activity Detailed Design
Date/Time (50 Min.) Intent (Why) Methods & Steps (What & How) Materials Set-Up
February 26, 2015
7:00 P.M. - 7:10 P.M.
(10 Min.)
Visual Reflecting
Participants break the ice by
writing down, sharing, and
reflecting on the participant’s
compiled results Visual Aid
(Figure 28).
• Facilitator introduces the visual aid
• Facilitator introduces the icebreaker instructions
• Participants will review the visual aid and write
comments and thoughts on one sheet of paper
• Group will discuss words
Computer w/Internet
Access, Web Camera,
Google+ Hangout,
Paper, Writing
Materials, Survey
• Create Google+ Hangout and
send participants the link
7:10 P.M. - 7:25 P.M.
(15 Min.)
‘What We Want’ Drawing
Participants will draw four
ideas or plans with the intent
to ideate and describe ways
for organization website
improvement.
• Facilitator introduces instructions
• Participants will draw four ideas or plans to achieve
the goals from the ‘What Do We Want’ section of
the visual aid
• Group will discuss drawings
Computer w/Internet
Access, Web Camera,
Google+ Hangout,
Paper, Drawing
Materials
• Participants will need a new
paper for their drawing
materials
7:25 P.M. - 7:40 P.M.
(15 Min.)
Ideal Pathways
Participants visualize through
drawing and writing volunteer
pathways in regards to the
organization’s website, with
the intent being to develop
ideal marketing pathways.
• Facilitator introduces instructions
• Participants will draw ideal pathway for a volunteer
or member that includes the organization website
in as many ways as possible
• Group will discuss visualizations
Computer w/Internet
Access, Web Camera,
Google+ Hangout,
Paper, Drawing and
Writing Materials
• Participants will need a new
paper for their drawing and
writing materials
7:40 P.M. - 7:50 P.M.
(10 Min.)
Cool Down
Participants reflect on each
activity with the intent of
visualizing future steps for the
organization, and possible
uses of the organization’s
website.
• Discuss the experiences and how they apply to the
organization
• Participants complete the post-activity survey
Computer w/Internet
Access, Web Camera,
Google+ Hangout,
Survey
• Create a Qualtrics or
SurveyMonkey Survey
Note. This table illustrates the step-by-step organization of the Visual-Storytelling Activity.
Table 10
Visual-Storytelling Detailed Design Flowchart
25. 25
Documentation Visual-Storytelling Activity
Overview
As defined in the Visual-Storytelling Activity Plan, the Visual-Storytelling is
an continuation of the Warm-Up Activity that facilitates participants to use
creative thinking and drawing to further their creative exploration.
An online session is made to facilitate the Visual-Storytelling Activity Plan. At
this point the facilitator provides an introduction to the activity, explains the
time that would be required, and asks if their are any questions.
Figures 29–30. Visual-Storytelling overview. Author’s image.
26. 26
Documentation Visual-Storytelling Activity
Visual Reflecting Icebreaker
The group participants are asked to review the Visual Aid (Figure 28), and to
write notes and observations about the collected feedback.
Results
In total, the participants thought the design was efficient and really
characterized the entire group’s thoughts from the Warm-Up Activity. Some
additional questions that the participants had were:
• How do we facilitate more ideas from other members?
• How do we decrease negativity?
Figures 31–32. Visual Reflecting Icebreaker. Author’s images.
27. 27
‘What We Want’ Drawing
The group participants are asked to select four ideas from the center of the
Visual Aid (Figure 28). The participants were then instructed to create a table
with ‘website’ and ‘social media’ as headers, and the four selected ideas as
rows. Using this table, the participants were tasked with writing and filling-
out plans to achieve the eight goals table sections towards organization
improvement.
Results
Many similar ideas were expressed through words; however, the following is a
list of unique ideas that emerged from the entire group:
• Non-Event Social Media Postings
• Social Media Contests
• Engaging Community Issues
• Linking to Other Community Organizations/Calendars
• Connect with Surrounding Clubs/Organizations
• Reaching-Out Through Social Media/Support People
• Linking Website to Other Activities
• Facilitating Introductions
• Changing Website Wording to be More Friendly
• Engaging Conversations Through Social Media
• Open Events and Membership Events
• Fun Tweets/Facebook Posts to Getting People Noticing
• Creating More Awareness of Fun
Documentation Visual-Storytelling Activity
Figures 33–34. What We Want Drawing. Author’s images.
28. 28
Ideal Pathways
The group participants are asked to visualize through illustration, volunteer
pathways in regards to the organization’s website, with the intent being to
develop ideal marketing pathways for future members.
Results
All participants visualized similar pathways that attracted new members
searching the web, finding out information from friends/word-of-mouth,
or attending an open event. Participants thought that this would lead new
members to join the organization.
Documentation Visual-Storytelling Activity
Figures 35–36. Ideal Pathways. Author’s images.
29. 29
Participant Feedback
As defined in the Visual-Storytelling Activity Plan, the a post-activity feedback
form is created to collect the following two participant’s thoughts:
Your overall experience was?
1 Above Average
1 Average
The facilitator’s preparation was?
2 Above Average
Your understanding of the various task can be described as?
1 Above Average
1 Average
Figure 37. Visual-Storytelling Activity feedback survey. Author’s image.
Documentation Visual-Storytelling Activity
30. 30
Analysis
After completing the Visual-Storytelling Activity, participants felt that this
activity generated solid ideas and methods in which the organization could
potentially tackle the problem of growing their membership, and increasing
charitable donations.
Participants plan to take ideas generated in both the Warm-Up and Visual-
Storytelling Activities – concerning events, marketing, and social media – and
introduce them to the members of the organization at large.
The participants express a positive outlook on the development of an
events, marketing, and social media campaign to increase the organizational
membership.
Individual Comments
What I expected from this workshop:
• To move forward with the building of the website
• To be more information and be more involved
What I experienced from this workshop:
• An interactive idea maker on ways to bring in new members
What I appreciate about this experience:
• Facilitate was very friendly
• Good way to chat get ideas going without leaving home
What I would like to have more of:
• All was good.
Documentation Visual-Storytelling Activity
31. 31
Video Presentation
Increasing Membership (Figure 38) is a short video presentation of the entire
process. The video incorporates synchronous components of the activities, as
well as live recordings and still imagery.
All photos seen in the video were used with permission of the Burgh Bears,
and were retrieved March 1, 2015 from http://www.burghbears.org/.
Happy Bee-Surf is royalty free music and was retrieved March 1, 2015 from
http://incompetech.com/music/royalty-free/.
Figure 38. Increasing Membership video presentation. Author’s image.