DESIGN + COMMUNICATIONS
U.org design sprints
My contributions to two design sprints for non-profit U.org. The goal of each sprint was to develop gamified tools for kids who learn and think differently (LTD). Sprint 1 specifically explores how to help kids who LTD struggling with a sense of not belonging. Sprint 2 focuses on kids whose learning and thinking differences make them feel like failures.
Client
Collaborators
Yasmeen Adams and Eleni Matheou, researchers
Khanh Cruz, sprint supervisor
Year
2022
Services
ideation, interaction design, service design, UX

TARGET USER PERSONAS

SPRINT 1
"I DON'T FIT IN"
IDEATION
This application would ask the user (and their parent) to set measurable goals and encourage them to log the amount of time they spend working toward meeting those goals. In the app, the goal manifests as a "dynamic thing" (in my rough schematic this is represented as a plant), and the time spent working towards it manifests as a dynamic thing enricher (in my schema, water). By externalizing the user's personal growth and creating a visual representation of it, perhaps it's possible to lighten the load of the self-reflective work a bit, while still helping the user walk away with the necessary insights and awareness they need to grow and thrive.
SPRINT 2
"I'M BAD AT EVERYTHING"
Goal
Help individuals who LTD explore their identity and identify their strengths, so that they can find their own place in the world.
-
Decide on test and learns to engage 10-14 y.o.’s who may LTD so that we help them figure out what they’re good at.
-
Impact a child’s ability (directly or alongside their caregiver) to “keep going” the next time they hit a set-back.
Data + insights
Kids ages 10-14 are at a pivotal point in their development as individuals; they’re trying lots of new things and exploring their identity. With all that trying comes failure, which can be particularly confidence-destroying for kids who LTD.
Problem + opportunities
How might we increase perserverance in kids 10-14 by reframing the concept of “failure” (make it fun) and encouraging exploration (make it feel safe)?
IDEATION
CONCEPT A
Concept A was inspired by an article I read in the Atlantic a million years ago called the Confidence Gap. One of the article’s theses is that feistier or more spirited kids are reprimanded more than “better behaved” kids, and that this experience will actually serve as a boon in their adult lives. The article examines this along gendered lines, but here I applied the premise to kids whose LTD contribute to a lack of self-confidence.
CONCEPT B
Concept B was about showcasing and celebrating famous misfits and their achievements in order to encourage our target users to question what exactly success and failure mean. Who determines what these mean, how are they determined, and how are they affected by temporal context (i.e. long-term outcomes vs. short-term)?