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FLIP |DESIGN SPRINT

Transforming education into a digital and collaborative experience, through a Design Sprint with Teenagers from different parts of Brazil and the World.

THE CHALLENGE

Create and validate a game during the isolation period and have access to students considering technological limitations.

How could we create a dynamic, interesting and easy-to-understand way to play?
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Remotely testing the game with students and understanding our target audience and through this define which ways of playing would work in connection with our user.

TIMELINE

Research, ideation and testing conducted in six sprints of one week each..

THE TEAM

Teachers, designers and pedagogues  came together in a cross-functional team.

PURPOSE

Understand our user and its developments.

THE PROCESS

In an immersion using tools from Lighting Decision Jam and Design Thinking we started a journey of discovery. 

Initially using the tool LDJ - Lighting Decision Jam, we began to identify the business challenges and opportunities , with the sailboat activity where we later moved on to the other steps of the method, and after an hour and a half the team had a better idea about the format, target audience, and which decisions needed to be prioritized.

 

Later, developing a Brainstorming using the Mural board, where we started to design our proto-persona.
 

Based on that, we pointed out the long and short term objectives, and through a HMW we gathered the challenges and opportunities related to the product and thus defining the Sprint goal.

 

We drew on the User Journey Map where we identified which points would be worked on in that Sprint, pointing to Usage and Functionality as our focus.

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  IDEATION

Using Solution Sketching as a tool, each team member was invited to design a creative solution.

Considering identified challenges and opportunities, we invited participants to design creative solutions and divided them into three phases considering the beginning, middle and end of the idealization process.
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Using the Art Gallery, the sketches were exposed and the team members were given the option of one vote on a process as a whole and another vote to be used in choosing a part of another solution sketch considered interesting.

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Based on the previously mentioned ideas with most votes, the group created an action plan setting up a Storyboard, in this way it was possible to phase the process into the following steps.

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DESIGNING THE PROTOTYPE

We started the phase thinking about developing a prototype that  would help us receiving feedback that would respond to our assumptions and still being dynamic and interesting for the students tested.

We started making the prototype tangible, through an activity called Card Sorting, which helped to develop ideas about the navigation paths and in-game stages, from which we drew powerful insights into the scope of the game.

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After a co-creation, brainstorming and voting session, the idea was to use the Miro tool and develop the game on a collaborative, easily accessible platform, in addition to having a free access option due to the basic plan.

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Contacting some schools and social projects, we recruited six teenagers between 15 and 17 years old to test the game, which was developed in two sessions of approximately one and a half hours, where several questions arose and information of great importance for the next design phases was collected.

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FEEDBACK AND INSIGHTS

After leading young people through the experience that the user would have within the navigation and development of the game, important points were observed

To validate the user experience and also the FLIP concept we use theCognitive Walkthroughs, where we check whether or not the new user can easily perform tasks.

 

We were surprised by the young people's resourcefulness in Miro, which became a relatively easy task to perform after an initial introduction to the tool made at the beginning of the test of just 15 minutes.

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Also used was aSurvey with the objective of identifying doubts, objectives, motivations, frustrations and also to observe possible restrictions of the tested users in relation to the concept.

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Based on feedback during the test, metrics collected in the survey and notes from interviewers and observers, a Feedback Grid,in which we identify positive points, points for improvement and insights.

 

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FEEDBACK AND INSIGHTS

After leading young people through the experience that the user would have within the navigation and development of the game, important points were observed

To validate the user experience and also the FLIP concept we use the Cognitive Walkthroughs, where we checked whether or not the new user could easily perform tasks.

 

We were surprised by the ability of young people on Miro, which became a relatively easy task to perform after an initial introduction to the tool made at the beginning of the test for just 15 minutes.

​

Also used was a Survey with the objective of identifying doubts, objectives, motivations, frustrations and also to observe possible restrictions of the tested users in relation to the concept.

​

On top of the feedbacks during the test, metrics were collected in the survey and notes from the interviewers and observers, and developed a Feedback Grid, in which we identified positive points for improvement and insights.

 

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flipinsights.png
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PLANNING THE NEXT STEPS 

At the end of our Sprint, a Roadmap was made to understand what the next steps would be for the success of the product.

Based on all the material collected and analyzed during the stages of the process, we built a Product Roadmap, with a one-year deadline. However, as it was a living artifact, we prioritized and improved the team's knowledge of the next steps and challenges to be collaboratively and clearly addressed.

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roadmap flip.png

PICKING FRUITS 

As a result of the applied methodology, part of the Flip Test the young group created the Sustainable Project.

After the test, we were approached by some of the young participants with ideas about initiatives related to the SDGs, in addition to the engagement of other young people in the projects they would like to develop a new initiative.

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Initially, a group of six teenagers between the ages of 15 and 17, from different backgrounds, interested in participating in a Co-creation process with the intention of developing a project that would improve the lives of the communities where they live.

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They also were invited to a Lightning Decision Jam workshop, and within this collaborative process they created the project Conexão Sustentável

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The Project is carried out by a group of young people who believed that healthy food should be everyone's right, with community gardens and nutritional education as their main activities.

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Currently, the Conexão Sustentável has more young people and professionals as agents of transformation and they manage a community garden at CIEP Aarão Steinbruch, in the São Bento neighborhood, Duque de Caxias, Baixada Fluminense in Rio de Janeiro.

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