Workshop and mobile application for students.
Participatory Design Intervention
Role: Research, UX Design, Prototyping
Team: Timothy Chow, Lana Kobayashi, Aaron Legaspi
Created for a third year interaction design course, the purpose of this project was to create a interactive or participatory design intervention for a non-profit organization. My team worked with Harvest Project, a community-based urban relief organization working on Vancouver’s North Shore to help fight poverty. Through research, ethnographic studies, and user-journey mapping, my team developed two design interventions that work alongside one another to help Harvest Project reach their goals of longevity and community engagement.
Through research, interviews, and on-site observations, we determined the the most important factor that helps Harvest Project to meet their mission of reducing poverty is receiving donations from the community. We also discovered that Harvest project struggles to get recognition within the community, but already has their foot in the door at local high schools.
Summary of ethnographic research results.
After establishing an opportunity to produce an intervention in high schools, we confirmed our design focus to be: externally simulating Harvest Project’s community impact in order to inspire high school students to become active advocates. We then created user-journey maps to uncover the pain points where we would intervene.
User journey maps highlighting the issues that need intervention.
After brainstorming possible solutions, we established our first strategy as creating an initial touchpoint between Harvest Project and high school students through a leadership workshop. The workshop would be conducted by Harvest Project staff and volunteers during leadership council meetings before a donation campaign within the school. The aim is to direct the student council members to become leaders of the campaign within their school.
Inside the workshop kit are there three components which I created mockups for. The activity cards allow students to practice skills needed for good leadership while learning about Harvest Project. The storybook consists of testimonials for students to read about real-life experiences at Harvest Project. Lastly, the kit consists of badges that act as extra materials that leadership councils can use for fun during their campaigns to engage other students and to help spread the word around the school.
Components of the workshop kit.
The second strategy is to be implemented after the leadership workshop takes place, in order to extend the touchpoint between Harvest Project and the rest of the school. This solution takes the form of a mobile application that allows students to input and track their food drive donations toward Harvest Project while tangibly seeing their impact, and competing in a friendly competition with other North Shore schools. The app contains approachable content through illustrations and simple copywriting in order to appeal to the young demographic.
"Our Harvest" mobile application.
Through this project I developed an understanding of interaction design practice and a range of user-centered design research methods and techniques. My team and I were able to successfully produce a design intervention that proposed value to the organization by strengthening the understanding between students and their idea of Harvest Project, and by empowering students to be active leaders and volunteers within the Harvest Project community.