We chose collective and printable card game as a solution to make this design available to poor kids without technology.
We did 5 journey maps, 3 design plans, 4 weekly playbacks with stakeholders.
After gathering our research findings, we put our notes on individual post-it notes and created 5 giant "As-is scenario" maps according to our 5 personas. This map allowed us to document a collective understanding of user experience flows and most importantly, helped us find six interesting interactions among children, teachers, and parents. Then we broke down these interactions into detailed touch points and voted as a group to pick up 3 design opportunities. The sparks that IBM design appealed to me most is its “Playbacks oriented design”. Through weekly playbacks, we were able to reflect our ideas with stakeholders together to get feedbacks and consensus and avoid the project from drifting off-course. Combining the research findings and feedback from our stakeholders, we finally chose one design opportunity as our future path: card game and generated "To-be Scenario Maps" that told the story o far better experience for our users.
user journey maps
MARKET AND THEORETICAL RESEARCH
Battling and Building are two common popular aspects of a successful card game and they help kids learn better.
Talks with 3 game designer, 2 children educators and research on 20+ games.
To gain a better understanding of the connection between children education and game design, we conducted field research in game shop and talked with educators, as well as doing paper readings about educational theory and cognitive learning. This helped us to have an overview of the game culture.
Talks with educator and game designer