Geniest
An app in development that allows “wishers” to make wishes (statements of proposed problem spaces and their solutions) which are then reviewed by “wish fulfillers” (those with the power to affect change in their communities).
Challenge
Increase user engagement via gamification concepts and behavioral psychology while maintaining the authenticity of their wishes.
Solution
A research and findings document explaining gamification methods and user responses to them, and several high-fidelity prototypes outlining useful and desirable functions.
Key Deliverables
Methods
Journey mapping
Rapid ideation
Affinity diagramming
Surveys
Kano analysis
Prototyping
Tools
Paper + pencil
Otter
Sketch
Axure
Figma
stakeholder interview
First, my team started with a stakeholder interview. The client introduced herself while we listened and took notes on what she said she wanted and her general goals. We asked many questions, as well as recording our conversation for later perusal.
understand priorities and expectations
This was so we could get a sense for our client, understand her priorities, thoughts, and expectations for us. Recording also helped ensure we didn’t miss anything in the heat of the moment.
Design Brief
Then, as a team we scoped out the project, breaking down our areas of focus. I decided to focus on engaging users, with a focus on gamification concepts and behavioral psychology.
focus
This was to consolidate our knowledge and understanding of the opportunity space.
survey
With that in mind, we worked together to put out a quick sensing survey, giving us some primary research to bounce off of.
basic sensing around space
My goal was to understand some basic behaviors in regards to mobile apps, such as users’ reactions to notifications or other senses of progress within an app.
secondary research
While that survey was gathering data in the background, I also conducted some secondary research, doing comparative analysis into similar apps and looking into psychology. For instance, the methodology behind Pokemon Go’s success, a wildly popular community-driven game. I also looked into how to hook people in (aka manufacture desire), and how to get people to help each other (thus avoid the bystander effect).
form basis of understanding
This was to gain a platform of understanding upon which I could build via communicating with users.
Prototyping
So, I made some low fidelity paper sketches, then transferred them to Sketch.
focus
This was to gain a rough idea of some possible features that would help engage users.
Usability testing, Survey, Kano analysis
Conducting some usability testing of these, I then did some rough edits of the digital prototypes. Then I combined those features with a survey using kano analysis.
gather primary research
This was to gain a better idea of the mindset of primary users.
consolidate findings
With that research in mind, it was time to consolidate my findings and create some high fidelity mockups outlining these desirable functions. Some info via prototypes and documentations, and some via a presentation.
showcase research
This was create a client-friendly guide to the data she requested.