Prototype link: Prototype link (Please submit a link to a playable prototype, not a link to your design file)
Link A link to your team’s prototype, whether that’s Framer, Figma or another design tool. The playable prototype must include at least 6 hi-fidelity screens. **
A video demo with a maximum of 3 minutes: Please prioritize walking through the app you designed, explaining key features – information about your research and design process should be included in the free response answers https://drive.google.com/file/d/1eSiixMeL5M_b25iW94n-1EkIEak6qWeh/view?usp=sharing
Responses to questions about the user research and design thinking process
Scope is a community-based application that focuses on encouraging conversations and understanding between different generations. Users are able to play interactive games, be part of meaningful conversations, and locate inter-generational events. We want users to have an area where they feel like they belong and feel comfortable enough to have fun and take part in more serious conversations.
Describe your research process and findings. If you conducted any surveys or interviews, please include the survey form and/or interview questions here. If you conducted secondary research by pulling from online sources, please include a link to your sources. (Max 500 words)
We initially conducted secondary research. This included websites, articles, and blog posts from various online sources. After we brought this information together, we found 3 main patterns.
Firstly, Different generations dealt with different problems that shaped their perspectives in a unique way. Misconceptions between generations arise not because they have different views, but because they approach the issues in a different way. Link Secondly, Younger generations feel like older generations do not understand them. Older generations feel like younger generations don’t listen to them. Conversations rarely happen, but when they do, communication isn’t happening as effectively as it should be. Link Finally, Technology caused the usual generational gaps to be even bigger. Misuse, confusion, and over-reliance all play a part in this. Link So how can we create an application that allows conversations on equal footing, utilizes technology in a friendly way, and encourages people to engage in real-life activities? As we were met with this issue, we decided to dive deeper and send out a survey. (https://docs.google.com/forms/d/e/1FAIpQLSeGl2MjKFzF8R3zpGWJ3ahbfuUT74vWi1QdiDoRV0yv1O5dJA/viewform?usp=sharing&ouid=104083277499209574181) We had 40 responses, and found out some interesting statistics: Only 21% said they frequently interact with a generation other than their own 92% said that any interactions they do have are within their family 63% said the biggest obstacle is different viewpoints, beliefs, and values
Although time did not permit for interviews, we did gather some qualitative data from our participants as well. Everything we received gave us a new insight or reinforced a pain point we had identified. Above all, we found one quote that summed up our problem: “ I wish there was a better understanding between different generations on the ability to have different beliefs (not human rights-wise) and still love one another.”
Describe your most important design decisions. What research findings and/or user testing results led you to make these decisions? (Max 500 words)
When we were initially brainstorming, we knew we wanted to incorporate something that prompts conversations. Throughout our secondary research, there was a theme of not feeling understood, heard, or a sense of belonging. We wanted to combat that by creating conversations that don’t usually have a home to take place. After receiving our survey results, we found a surprising number of people who were interested in a game-ified component. The three things that were brought up the most frequently were games, conversations, and external activities. Keeping all of this in mind, we began to look online for similar interaction-based platforms. Two big ones we came across were Jubilee and reflective card games like We’re not really strangers. Both games allow users to share their perspectives and stories. Taking inspiration from that, we created Scope. A platform that encourages inter-generational interaction while creating our users' ideal environments. Firstly, we have a community page, which is where users can find events geared towards multiple age groups. These events include discussion-based and activity-based programs that foster relationships. Additionally, we have our games section, where users can answer questions and share their perspectives on deeper topics. Lastly, we know we aren’t capable of voicing every perspective; that is why we have included our resources page. A place where people can choose their own journeys of understanding.
After our initial wireframes were planned out, we conducted user testing on our website. I put it to the test by showing it to three different individuals. A baby boomer Gen X Gen Z
Each test came with unique insights. Our first user requested bigger text, higher contrast, and a navigation bar for easier usage. Our second user was more concerned with the content; she requested quotations and a “Who is Scope?” section to manage credibility. Our last user also wanted bigger text, he also requested a simpler home page. We did our best to incorporate all of these changes. After viewing it ourselves, we decided to make an additional change of some of the layouts to make them more accessible to different generations.
If applicable, describe how you utilized AI in your design process in detail. Please explain where AI fit into your workflow, which tools you used, and the specific purpose AI served at that stage. Include a concrete example of how AI influenced a design decision. (Max 500 words)
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Built With
- figma
- framer
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