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Collaborative Design
PROFESSIONAL HISTORY 
• 97 to 00 – Fine arts degree 
• 00 to 08 – Technology for social change: 
• Web design for community orgs 
• Women & tech advocacy & trainer 
• Media literacy training with youth 
groups 
• 06 to 08 – Masters degree in media studies 
2
PRESENTLY 
• 08 to 13 – Kids media development: 
• User research design 
• User experience design 
• Game design 
• Game literacy 
• Co-design as a research methodology 
• Health and wellness gaming 
• NEW: Service design & digital service 
provision 3
MAIN CURIOSITIES / QUESTIONS: 
• Relationship between service design & 
digital experience 
• Designing with stakeholders 
• Emotional health through game play 
and game design 
• Game literacy as a critical discourse. 
4
LongStory is a progressive and queer-positive 
dating game that helps players sandbox 
healthy relationships and sexuality
. 
Platforms: IOS, Android, 
Desktop 
Audience: All ages 
Downloads: 90,000 + 
Marketing budget: $800
7 
USER FEEDBACK 
Conducted preliminary focus group & game jam, plus six 
playtest parties during development cycle for first episode.
Second episode should be out in November. Currently we 
are victims of our own success. 
8
Thought Spot is a live map designed by students, for 
students in the Greater Toronto Area. The map allows 
students to easily identify and access health and 
wellness services, and discover resources that are 
relevant to their experiences, situation, and location. 
9
Partners: CAMH, U of T Ryerson, 
OCADU, Connex, Kids Help Phone 
Audience: Post-secondary 
students 
Resources mapped: 900 + 
End result: 90% student-driven 
11
Students were directly responsible for all phases of 
the project: Design ,development, build, marketing 
right up to the launch of the website.
Tension at the outset of Thought Spot project 
stemmed from students lack of involvement 
as ‘initiators’ of the project. 
Important to think about how much ownership 
stakeholders will have at the end project. Are 
they being invited in early enough? 
Hint for public organizations: Involve end 
users in the grant process.
INNOVATION: 
• Required great deal of trust from 
sponsoring organizations 
• First time hiring & managing student-only 
production team 
• Bottom up approach to design, 
production & distribution of project. 
14
PROJECT ACTIVITIES: 
• Data review & hygiene 
• Content & taxonomy development 
• Mapping workshop design, 
coordination, and delivery 
• Website UX & design 
• Marketing & Social 
15
NEXT UP… 
16 
. 
Hackathought 
Hack for mental health 
Date: Nov 7 – 9, 2014 
Where: Ryerson DMZ
EXPERIENCE DESIGN: 
Growth of trust = growth of participation 
Website development 
& workshops 
Hackathought 
Student 
teams 
Steering Staff 
Committee 
Small 
team 
Small 
team 
Small 
team 
Small 
team Institutions 
Project conception 
Institutions are present in all phases. As their comfort with the 
process grows, role evolves to facilitate & support broader 
range of stakeholder contributions.
COLLABORATIVE DESIGN IS A CONTINUUM 
High Involvement: Stakeholders design the end product 
Low Involvement: Stakeholder feedback and concepts shared 
with the people responsible for the final product.
PROTOTYPING WORKSHOPS 
• Provide materials and a 
design goal. “no open field” 
• Make sure assignment is 
reasonable within time frame. 
• Have users explain their 
design process to gain 
understanding about their 
expectations. 
• Do not promise that the 
results of the workshop will be 
turned into a final product. 
Itir and Sonny make a game about financial literacy 
19
PROTOTYPING WORKSHOPS 
OUTCOMES: 
• Users relax and feel ownership over the environment if 
they can make a material contribution. 
• Users design decisions give insight into emotional 
experiences of a product and their expectations. 
• User design decisions are not art or technical direction. 
They are emotional & experiential cues. 
• Reality of making the ‘dream’ product helps users see the 
dilemmas designers face, so feedback can be more 
pragmatic. 20
TRUST YOUR MVP 
• Make & test a minimum 
viable product 
• No ‘help’ from 
researchers 
• Watch users see what 
is missing from the 
experience 
• Don’t assume 
something simple won’t 
be ‘good’ enough. 
Playtesting our first build at a coffee shop. 
21
TRUST YOUR MVP 
OUTCOMES: 
• Much cheaper to test & fail early. 
• Users tell you what is missing instead of your designer having to 
anticipate their every need. 
• Much of what you think is a requirement is actually just a feature. 
• Your user will know if something important is wrong. 
22
PARTNERED TESTING 
• Have users interview each 
other regarding an experience 
both have had using the same 
product under similar 
circumstances 
• Users can co-play a game 
under observation 
• Focus is on user interactions 
with each other in relation to 
the product 
Miguel and Naz play a prototype together 
23
PARTNERED TESTING 
OUTCOMES: 
• If users are shy or may not give researchers an honest answer 
they often do better playing with a friend, family member or 
care-giver. 
• Gives researcher more time to circulate and observe. Can listen 
to tapes or read transcripts later to get even more information. 
• Can provide insight into how a product will function socially – 
which aspects inspire connection & conversation & which are 
better as a solo experience. 
24
WHEN? 
• Tendency to involve stakeholders too late. 
– Or too early, when you have no idea what you want 
and give users too much responsibility to choose a 
design direction. 
• Ask for help once you know enough about 
project scope and required deliverables that 
you can give meaningful support to their 
design process. 
25
Want to learn more? 
mir@bloomdigital.to 
Twitter: @bloomdigitalmed

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Collaborative dev

  • 2. PROFESSIONAL HISTORY • 97 to 00 – Fine arts degree • 00 to 08 – Technology for social change: • Web design for community orgs • Women & tech advocacy & trainer • Media literacy training with youth groups • 06 to 08 – Masters degree in media studies 2
  • 3. PRESENTLY • 08 to 13 – Kids media development: • User research design • User experience design • Game design • Game literacy • Co-design as a research methodology • Health and wellness gaming • NEW: Service design & digital service provision 3
  • 4. MAIN CURIOSITIES / QUESTIONS: • Relationship between service design & digital experience • Designing with stakeholders • Emotional health through game play and game design • Game literacy as a critical discourse. 4
  • 5. LongStory is a progressive and queer-positive dating game that helps players sandbox healthy relationships and sexuality
  • 6. . Platforms: IOS, Android, Desktop Audience: All ages Downloads: 90,000 + Marketing budget: $800
  • 7. 7 USER FEEDBACK Conducted preliminary focus group & game jam, plus six playtest parties during development cycle for first episode.
  • 8. Second episode should be out in November. Currently we are victims of our own success. 8
  • 9. Thought Spot is a live map designed by students, for students in the Greater Toronto Area. The map allows students to easily identify and access health and wellness services, and discover resources that are relevant to their experiences, situation, and location. 9
  • 10.
  • 11. Partners: CAMH, U of T Ryerson, OCADU, Connex, Kids Help Phone Audience: Post-secondary students Resources mapped: 900 + End result: 90% student-driven 11
  • 12. Students were directly responsible for all phases of the project: Design ,development, build, marketing right up to the launch of the website.
  • 13. Tension at the outset of Thought Spot project stemmed from students lack of involvement as ‘initiators’ of the project. Important to think about how much ownership stakeholders will have at the end project. Are they being invited in early enough? Hint for public organizations: Involve end users in the grant process.
  • 14. INNOVATION: • Required great deal of trust from sponsoring organizations • First time hiring & managing student-only production team • Bottom up approach to design, production & distribution of project. 14
  • 15. PROJECT ACTIVITIES: • Data review & hygiene • Content & taxonomy development • Mapping workshop design, coordination, and delivery • Website UX & design • Marketing & Social 15
  • 16. NEXT UP… 16 . Hackathought Hack for mental health Date: Nov 7 – 9, 2014 Where: Ryerson DMZ
  • 17. EXPERIENCE DESIGN: Growth of trust = growth of participation Website development & workshops Hackathought Student teams Steering Staff Committee Small team Small team Small team Small team Institutions Project conception Institutions are present in all phases. As their comfort with the process grows, role evolves to facilitate & support broader range of stakeholder contributions.
  • 18. COLLABORATIVE DESIGN IS A CONTINUUM High Involvement: Stakeholders design the end product Low Involvement: Stakeholder feedback and concepts shared with the people responsible for the final product.
  • 19. PROTOTYPING WORKSHOPS • Provide materials and a design goal. “no open field” • Make sure assignment is reasonable within time frame. • Have users explain their design process to gain understanding about their expectations. • Do not promise that the results of the workshop will be turned into a final product. Itir and Sonny make a game about financial literacy 19
  • 20. PROTOTYPING WORKSHOPS OUTCOMES: • Users relax and feel ownership over the environment if they can make a material contribution. • Users design decisions give insight into emotional experiences of a product and their expectations. • User design decisions are not art or technical direction. They are emotional & experiential cues. • Reality of making the ‘dream’ product helps users see the dilemmas designers face, so feedback can be more pragmatic. 20
  • 21. TRUST YOUR MVP • Make & test a minimum viable product • No ‘help’ from researchers • Watch users see what is missing from the experience • Don’t assume something simple won’t be ‘good’ enough. Playtesting our first build at a coffee shop. 21
  • 22. TRUST YOUR MVP OUTCOMES: • Much cheaper to test & fail early. • Users tell you what is missing instead of your designer having to anticipate their every need. • Much of what you think is a requirement is actually just a feature. • Your user will know if something important is wrong. 22
  • 23. PARTNERED TESTING • Have users interview each other regarding an experience both have had using the same product under similar circumstances • Users can co-play a game under observation • Focus is on user interactions with each other in relation to the product Miguel and Naz play a prototype together 23
  • 24. PARTNERED TESTING OUTCOMES: • If users are shy or may not give researchers an honest answer they often do better playing with a friend, family member or care-giver. • Gives researcher more time to circulate and observe. Can listen to tapes or read transcripts later to get even more information. • Can provide insight into how a product will function socially – which aspects inspire connection & conversation & which are better as a solo experience. 24
  • 25. WHEN? • Tendency to involve stakeholders too late. – Or too early, when you have no idea what you want and give users too much responsibility to choose a design direction. • Ask for help once you know enough about project scope and required deliverables that you can give meaningful support to their design process. 25
  • 26. Want to learn more? mir@bloomdigital.to Twitter: @bloomdigitalmed