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

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UX for Good 2012 (NOLA)

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