PlayMat (e)

Fostering social connections on university campuses

Role

UX/UI Designer, UX Researcher

Tools

Figma, Miro, Premiere Pro, Illustrator

Duration

March - May 2023 (13 Weeks)

OVERVIEW

PLAYMAT(E) is an interactive, responsive mat that prompts its users to play fun board games that act as conversation starters. The mat also tracks and responds to users' movements to create a shared, generative artwork as they play the game. This concept aims to gamify the experience of socializing to make the it less intimidating, and more playful.


THE PROBLEM

Socializing at university can be hard

Despite its cultural and linguistic diversity, Australian university campuses are lacking in fostering a stimulating social atmosphere for university students. An improvement in the campus spaces seems imminent as it would encourage students to form meaningful social connections.

THE SOLUTION

Making friends can be less intimidating, more playful

In its idle state, PLAYMAT(E) displays a screensaver animation to attract potential users to step on the mat. When user steps on it, it responds interactively to the users’ movements with an appealing animation. This responsive animation ideally creates a honeypot effect and attracts other users to step on the floor.

Using weight-detecting technology, the mat detects the presence of multiple individuals. Once there's multiple users on the mat, the accompanying navigation screen provides two choices: creating art through movement or by engaging in games.

The games provided in this concept are simple, easy to play, and are meant to act as

conversation starters to break the ice between students.

The navigation screen allows users to track their artwork being generated in real time

as they played games or moved around the mat.

Once users’ finish their selected task, a QR code is displayed on the screen that allows

them to download their collective, generative artwork. At this point, a text prompt is also displayed that nudges the users’ to exchange their social media information and stay in touch with one another.

OUR APPROACH

But how did we get to this solution?

Before we began to conduct user research and identify the pain points faced by university students in socializing, we established a research objective and guiding research questions. This helped us define the scope of our research and ensure it aligned with our end goal of fostering social connections on campus. (figure below would be of research objectives and 3 research questions below that)

RESEARCH

Our research could be divided into primary and secondary research, where secondary research included white paper research exploring the…...

Our primary research triangulation included questionnaires, user interviews, and contextual observations. All of this data was then synthesized by conducting a thematic analysis, which helped in persona development, storyboards, and concept ideation.

BACKGROUND RESEARCH

A way to lead a balanced, stress free lifestyle…

"A balanced lifestyle is crucial for maintaining good mental health and reducing stress (Lobo, 2006)."

Context

  • People lead an unbalanced lifestyle due to work commitments and no social support.

  • Another exacerbating factor was the lack of awareness regarding the impact of leading an unbalanced lifestyle (Walsh, 2011).

Demographic

  • Target demographic : 18 - 25 year olds (University students).

  • The need to balance academic demands, personal life, and work responsibilities are the main contributors to student burnout (Lawton, 2019).

ONLINE QUESTIONNAIRES

75% of our respondents admitted to not having a good study/life balance.

We started our primary research with online questionnaires to collect quantitative data exploring the study/life balance, and stress levels amongst university students. We received 40 responses.
Link to responses.

USER INTERVIEWS

A total of 10 semi-structured interviews were conducted, involving Australian university students. This was done to obtain context-specific insights (Flick et al., 2004). The interviews helped us validate our survey findings, explore daily routines of university students, and probe deeper into the effectiveness of current scheduling tools.

CONTEXTUAL OBSERVATIONS

A total of 10 semi-structured interviews were conducted, involving Australian university students. This was done to obtain context-specific insights (Flick et al., 2004). The interviews helped us validate our survey findings, explore daily routines of university students, and probe deeper into the effectiveness of current scheduling tools.

DATA SYNTHESIS

We conducted a thematic analysis to synthesize our findings from the questionnaires, interviews, and diary studies. A bottom up analysis of the data was done to identify trends that appeared from similar clusters of data.

KEY INSIGHTS AND SCOPE REFINEMENT

Make it simple, humanize the interface

The overarching goal of this redesign was to make Jira more intuitive and accessible for new Jira users. And so, before delving into the design phase, I established a set of pivotal conditions to shape an efficient user flow.

CONCEPT IDEATION

Once we prioritized our insights to refine our scope, our next step was to ideate a design solution that collectively addressed all the problems defined in our prioritized insights.

DECISION MATRIX

Upon tutor feedback and reflection as a group, we realized that each one of us had 1 unique intuitive solution. As a result, we decided to narrow down our ideas in order to avoid duplication of concepts. The 3 resulting design solutions were evaluated using a Harris Profile Decision Matrix in order to justify our decision making process and objectively select our final idea.

FINAL CONCEPT

PLAYMAT(E) was chosen as our final design solution as it responded the most effectively to our design problem according to the criteria we set in our decision matrices.

REFLECTION

Reflecting on the intensive 3-day UX designation for Atlassian, I can confidently say it was a transformative experience. Not only did it equip us with practical UX design skills, but it also offered a profound understanding of how to apply these skills within the unique context of Atlassian's product ecosystem. In the short span of the designathon, I not only grew as a designer but also got so much more closer to my teammates and made lasting friendships.

Never fail to take up challenges
I was initially intimidated by Jira when presented with the design brief as I had never used it. When I started the process it looked very complex. However, through thorough secondary research and hands on exploration as a new user, I was able to grasp the pain points and challenges firsthand. This experience taught me the importance of overcoming initial apprehensions. I realized as a designer, I must adapt quickly and be comfortable with ambiguity in order to solve complex problems.

Learnings are what ultimately matter, not the outcome
Despite our team not being selected as one of the finalists, I learned a lot in the intensive 3 day period of the designathon. It taught me to rapidly prototype, collaborate effectively; even with people I had just met, and it also taught me to manage my time efficiently as we only had a short window of time to complete each stage of the design process.

Accomplishing time-boxed goals
Setting goals in such a short timeframe and adhering to them was one of the most difficult aspects of this challenge. There were times during the process where it felt like we were falling behind, but we managed to persevere and ultimately delivered a concept that successfully addressed the problem space.

Designed with 💗 by Ashray