AP

Introducing the result of a one week-long design sprint at a gamification course. This university project is focused on helping people get out of their comfort zone.

This project includes two prototypes to evaluate the acceptance of different approaches: a mood tracker to motivate people with expert tips and a chatbot as a more personal way of interacting.

One Week
Design Sprint

As part of the university module “Gamification”, a five-day design sprint was carried out. The aim was to develop an app concept in groups and test it with users.

A Design Sprint is a Intensive, structured process that teams use to drive innovation, solve complex challenges and test new concepts.

Two variants were created: a chat-based variant with coping strategies and a variant with a focus on overview and interactivity.

Design Sprint Process

Day 1
Understand

From the theme of "comfort zone" and "exploring new possibilities", a long-term goal was defined to serve as a guide for further development.
The main concern was to motivate people and help them expand their comfort zone in the long term.

After the long-term goal setting, pessimistic questions were written down to determine where problems could arise. These sprint questions serve as a tool to ensure that the sprint has a clear and successful course. As well as clarifying problems and challenges, but also identifying opportunities.

Day 1 - Understand

Day 2
Sketching

" remix and improve "
Ideas are often developed by combining existing elements in new ways. Sketching is an easy way to convey ideas. It's not about beauty, but about comprehensibility.
Simple sketches with rectangles and words are often sufficient. Working alone can be useful, as brainstorming doesn't always work.

Recording as many possible solutions as sketches is crucial. Structured approaches, as the 'four-step sketch' method or Crazy 8s' were used. To avoid any mutual influence when generating ideas, all steps were carried out individually.

 Day 2 - Sketching

Day 3
Decision

The goal was to select and refine the best solution. Various methods such as the “sticker decision”, “heat map” and “quick critique” were used to identify outstanding ideas and prepare them for the prototyping process.

Finally, a storyboard was created to plan the prototype for the next day. After that, the main point of this step could begin: creating a storyboard.

 Day 3 - Decision

Day 4
Prototyping

The aim of the day was to create a functioning prototype for each variant.
This sprint step was intended exclusively for developing the prototype and preparing the interviews.

A working prototype for each variant was built in Keynote.
You can take a look at both here

 Day 4 - Prototyping

Day 5
Testing

On the last day of the sprint, the goal was to have the developed prototype evaluated users and to draw conclusions for potential further developments.
After the last interview, the post-its with the notes on the interviews were collected and sorted on a whiteboard. The most comments were about usability, followed by comfort zone.

The prototype should now be further developed and re-evaluated based on the feedback received to ensure that it can be used successfully in this area in the long term.

 Day 5 - Testing

Behind the scenes

I would like to give you a little insight behind the scenes of the gamificain project Goaly.
As part of the university module “Gamification”, a five-day design sprint was carried out. The aim was to develop an app concept in groups and test it with users.
Two variants were created: a chat-based variant with coping strategies and a variant with a focus on overview and interactivity.
On the right you can see the schedule of the sprint with the individual days and what exactly should be achieved on these days.

One Week

Design Sprint

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Intensive, structured process that teams use to drive innovation, solve complex challenges and test new concepts

Day 1

Understand

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Define challenges of the comfort zone and create a map from them

Day 2

Sketching

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Design individual solution sketches to generate creative ideas

Day 3

Decision

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Select and refine the most promising sketch

Day 4

Prototyping

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Create a working prototype

Day 5

Testing

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Test the prototype with real users and get feedback

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