06/2018 – 03/2019
Enable players to enjoy social scavenger hunts for real objects and locations in their own cities. Interplay started as a UX bootcamp assignment and became a passion project that aligned my background in psychology and design.
What is SEL?
Social Emotional Learning (SEL) is the process through which children and adults understand and manage emotions, set and achieve positive goals, feel and show empathy for others, establish and maintain positive relationships, and make responsible decisions.
User Centered Design Approach
I laid out an initial research roadmap and employed a UCD approach to discovery, concepting, prototyping and user testing.
"It's fun to look in places you haven't looked before because it makes you think more."
Competitor audits and analysis were key to identifying underserved opportunities within the school scavenger hunt market. SWOTs and marketing strategies were analyzed to create a sustainable competitive advantage.
User Research Analysis
I’m deeply passionate about user research and apply strengths in psychoanalysis and diagnostics to accurately identify the complexity of the problem space while examining patterns that offer depth and breadth. While honing in on primary pain points, solutions-based dialogues between real users were discovered, tested and ultimately validated.
User interview analysis helped elucidate key themes like:
1. Group dynamic/teamwork complexities
2. Scavenger hunt game engagement factors
"Group dynamics are tricky – some kids would rather not show up for school than be in a group."
Wireframing, Rapid Prototyping
High level functionality for student platform started paper wireframes that explored primary features of Leaderboard and Clue screens.
Several rounds of usability testing evaluated strength of concept and helped flesh out primary user flows for students.
Usability Testing Results
The test plan focused on observations, errors, negative quotes and positive quotes. The Rainbow Spreadsheet methodology (who doesn't love rainbows?) allowed me to quantify themes and served as a reference document to reflect on lessons learned.
"Teachers and advisers love creative interventions. Some sort of template would make it easier for teachers who don't have a lot of time, which is all teachers."
Iterative Design Sprints
Key design changes were implemented based on usability testing feedback from student and teacher users. Iterative highlights:
Student Skill Building
Interplay is a cross platform web app that can be accessed in-class on students' phones or school tablet devices. Students learn about themselves and their teammates by using creativity to solve interactive multimedia clues.
Template games allow time-restricted teachers a dynamic way to engage students in project based learning. Baked-in teamwork principles like decision making, problem solving and relationship building encourage discovery. Students learn more about themselves and teammates while using creativity to solve clues.