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Reective Process Document Tevin Byrd Fall 2012

GD Imaging III

MISSION:

IN PARTNERSHIP WITH ACTIVATE GOOD, 36 NC STATE, COLLEGE OF DESIGN STUDENTS WILL SPEND 106 DAYS BUILDING MOMENTUM FOR AN IMPOSSIBLE GOAL: MAKE RALEIGH THE HIGHEST RANKING CITY IN THE COUNTRY FOR VOLUNTEERISM. Our mission is an underground campaign for social good, one that hopefully becomes a citywide movement.

Phase I | Context-Assessment
Background Research Guerilla Research Synthesize Research Present Research

Phase I | Context-Assessment

Background Research:
We conducted background research on volunteerism to nd out what high-ranking states do to encourage volunteerism. We also created information graphics that summarize the information we nd. The information graphics are an opportunity to clarify complexity and correct any misconceptions about volunteerism.

Phase I | Context-Assessment
Background Research

Competitive Analysis: To form a strong foundation on which to build

upon for more concrete information or design, a competitive analysis was conducted. I learned the importance of looking at precedences and seeing what is out there before diving into problem-solving. Time is saved by seeing what the competition is doing and it allows for more innovative thinking and brainstorming. We also used Twitter to share our ndings and it was not only more convenient, but extremely valuable and efcient in coming into contact with many different resources in a quick manner.

Phase I | Context-Assessment
Background Research

Phase I | Context-Assessment
Background Research

Information Graphics: After the rst rounds of researching were over,


infographics were created to address certain problems and questions extracted from background research. I created an infographic about the main hindrances or excuses that keep people from volunteering and giving back.

Phase I | Context-Assessment
Background Research
During this step I learned to not get so attached to a certain scheme and to be more open and experimental. I also learned how much more effective language is when treated like that of an infographic. Its a smart way to get your point across and inform people.

Phase I | Context-Assessment

Guerilla Research:
We conducted guerilla research to nd out why, how, and what people volunteered for in the Raleigh area (and greater North Carolina area). We set out to uncover the motivations and barriers for volunteering any beliefs, needs, and mindsets that attract or deter people from volunteering. To conduct guerilla research, you participated in volunteer events, and interviewed/observed people who lead and attended the event.

Phase I | Context-Assessment
Guerilla Research
The Guerilla Interviews were extremely helpful for future steps such as creating personas and it gave direct feedback about volunteers that was needed in order to know who we were designing for. This is foundational information that is vital to a strong, clear process.

I learned that you dont always have to just rely on the internet or what others are doing; its also important for you to get your hands dirty and perform a little research on your own. It only adds more value to your ndings and project.

Phase I | Context-Assessment
Guerilla Research

Observing other people at a volunteering site was entertaining and informative. I had to learn to be slightly sneaky, but to be able to pick up on behaviors, habits, and body language. Getting to observe people my own age and volunteering with them opened up my eyes more to the needs and wants of a volunteer and I was even able to use my own experience to derive information and research from.

Phase I | Context-Assessment

Synthesize research:
We synthesized the background research and guerilla research using Personas, Journey Maps, and SWOT Analysis. All three methods helped us prioritize our goals for the project as we moved forward; they also enabled us to make informed decisions, providing the foundation for our design strategies. Finally, the synthesis ensured that everyone shared a common baseline understanding of volunteerism.

Phase I | Context-Assessment
Synthesize Research
Personas

Phase I | Context-Assessment
Synthesize Research
Personas

After performing different kinds of research, it was a smooth transition into making personas, which can be fun. I had already learned the usefulness of them in other courses, but they took on more meaning when designing for an actual client or for a mission like the one we had. The nal persona that my particular group made was based on the group volunteer, who is motivated to volunteer because of the social aspects and friendship involved.

Phase I | Context-Assessment
Synthesize Research
Journey Map

The Journey Map really helped focus on touchpoints and highlight the details of the volunteering experience for the persona. We focused on different aspects that connected with group volunteering and seperated it by before, during, and after, while highlighting moments of most activity to least activity. I was familiar with the persona, but I realized just how important the journey map is to match the persona. They go hand in hand and offer so much support for when it is time to design. I tend to want to skip over these steps, but I realize just how vital they are and how much more purpose they can give your design work.

JOURNEY MAP: GROUP INVOLVEMENT


BEFORE
FIND GROUP!
Select a group/organization based on common interest, goals, or values. Find the group through friends, word of mouth, or other available resources.

GROUP MEETING/ ACTIVITY

Go to your groups scheduled weekly meetings.

GROUP REQUIREMENTS

Find out your groups requirements and what is expected from as a member. This may include volunteer hours.

FIND VOLUNTEER OPPORTUNITY

FIND DATE/TIME

GROUP SIGNS UP! Group signs up either online, via


e-mail, or phone call. Sign up in advance so the organization can properly prepare.

Identify if the organization has a specic cause to work for. If so, nd a volunteer opportunity directly related to that goal. Other groups may nd volunteer opportunities through community resources.

Groups tend to carpool/show up to the even together.

CARPOOL

SIGN OUT
Register in the organizations system to come back as a future volunteer

CLEAN UP FINISH TASK

Organizations will often provide breaks or lunch to volunteers

TAKE A BREAK

After signing in, volunteers begin to socialize and meet other volunteers.

TASKS ASSIGNED

After signing in, volunteers begin to social and meet other volunteers.

MEET OTHER VOLUNTEERS

START TASK
Asking questions can help the volunteer learn and become an expert

SIGN IN
TRAINING
Volunteers may be trained by an event leader about the tasks he or she will be completing.

DURING

ASK QUESTIONS

SET UP

Volunteers are asked to help set up the event and may also receive T-shirts to be better identied.

The rst step after arriving to the event is to sign in. Here the group will receive name tags, T-shirts, and instructions on how the event will run.

DOCUMENT

Document hours/get service sheets signed

LEAVE EVENT

Leave the event with your group members

DISCUSS

Talk with group members about how the event went

BECOME A GROUP LEADER

AFTER
FOLLOW UP
least greatest LEVELS OF VOLUNTEER ACTIVITY The organization may send a thank you e-mail with more opportunities for the group to volunteer again

MORE EXPERIENCE
GROUP MEETING
Group will meet as normally scheduled to discuss volunteer opportunity and other group agenda items.

Volunteering and being apart of a group builds ones resume. Gather more volunteer experience by returning with the group on other occasions.

With more and more experience, a volunteer may become comfortable and willing to be the groups leader

CONTINUE VOLUNTEERING

Phase I | Context-Assessment
Synthesize Research
SWOT

To gain a better understanding of the problem that we were trying to help (or mission that we were trying to achieve), we did a SWOT Analysis (strength, weakness, opportunity, threat). This allowed us to collectively see golden moments to design for or special areas that we were all interested in trying to improve. I especially found this helpful by seeing everyone bringing their ideas together and seeing all of the overlaps which clearly highlighted areas of need or of rich opportunity.

Phase I | Context-Assessment

Present research:
From the synthesis, we prioritized our design goals for the project. We then presented our analysis, synthesis, and goals to the Activate Good team. In the process of assembling the presentation, we discussed how to structure an argument, appeal to all stakeholders, make the vision tangible, and deliver the proposal.

Phase I | Context-Assessment
Present Research

We compiled all of the aforementioned components of Phase I together to give a comprehensive and cohesive presentation to a representative from Activate Good. This represented a milestone in our process and in our mission. After the presentation, we were ready to design and build upon our deeply grounded foundation.

Phase I | Context-Assessment
Present Research

Phase II | Stories and Symbols


Visual Strategy Sharable and Customizable Stories Informative and inspiring stories

Phase II | Stories and Symbols

Visual Strategy:
Using an explorative process, we developed a strategy for reaching each project goal we set in the rst phase. The visual strategy functions as a lightweight brand guideline, which we will continued to develop throughout the rest of the semester. We switched back and forth between large group collaboration and individual sketching sessions, building upon each others ideas.

Phase II | Stories and Symbols


Visual Strategy
Associative Mapping

As a class, we each searched and gathered symbol references and general inspiration to t with each persona. We created an bank of images and altogether we had a plethora of idea to pull from. I learned that it is best to completely go for it without any restraint when it comes to image gathering or idea conjuring. Its beautiful what ideas one single image can generate or spark.

Phase II | Stories and Symbols


Visual Strategy
Iterative Sketching
Based off of the image bank that we gathered, we then began sketching badges and rewards for each of the 7 personas that we had been working with. These sketches were meant to be quick and rough, but would offer a good start to be expanded upon later. I learned to be more free and fast with these sketches and not spend so much time trying to get it right on the rst go.

Phase II | Stories and Symbols

Sharable and customizable symbols:


Based on the visual strategy, we conducted a series of in-class vignettes to create a system of symbols for the project mission. The symbols aim to inform, inspire, and involve people in the greater mission. The symbols range anywhere from an icon to a statement to an invitation to perform a simple act of goodwill. In terms of format, the symbols span the physical/digital divide; they will be stand-alone pieces as well as kits of parts for customization. Ultimately, the symbols are gifts for the local community. They act as identiers for people who choose to join the effort; and they represent the spirit of the project mission.

Phase II | Stories and Symbols


Sharable and customizable symbols
Starting with a series of sketches, the icons started to become tailored for each specic persona and then eventually became digital badges for each one. I learned more about my own strengths and weaknesses at this point. Some of the badges I could easily make in Illustrator, but others were more challenging and I had to work my way around some of my designs or keep practicing until I was able to make them come to life.

Phase II | Stories and Symbols


Sharable and customizable symbols

Phase II | Stories and Symbols


Sharable and customizable symbols

Phase II | Stories and Symbols

Informative and inspiring stories:


In addition to symbols, we created a system of short videos and use social media strategies to share them. Like the symbols, the videos aim to inform, inspire, and involve people in the greater mission. The stories provide examples for the community to talk about shared experiences and the signicance of volunteering. In short, stories offer a point of resonance for people who are or could be involved. At least one video in the system will tell the story of Activate Good, including volunteers experiential journey with Activate Good. Everything we created supports our goals and furthers the greater mission of the project.

Phase II | Stories and Symbols


Informative and inspiring stories

Informative and inspiring stories

Phase II | Stories and Symbols

After making the symbols and then brainstorming ideas, I then created a short and fun animation about a small spark feeling guilty and wanting to become good. He then prompts the viewers to get good by telling them that they have been bad and at the end of the animation, the viewers learn that the way to get good is by volunteering and then they are shown the activate good website link. I learned so much from this phase and method because Im not familiar with doing animation, so it was a challenging, yet learning experience. I became more accustomed to the software (AE) and even learned how to do more in Illustrator.

Phase II | Stories and Symbols


Informative and inspiring stories
Ive Been Bad

Wait 1 minute! and so have YOU!

Phase II | Stories and Symbols


Informative and inspiring stories
What are you waiting for ??

Get Good and Volunteer

Im Good. Are you?

Phase III | Experiences

Information Architecture:
Before we jumped into the design of the website, we created the blueprints, or the structural plan, for the site. Each group chose one priority task that helps visitors accomplish one of our goals. We prioritized information, and determined the basic structure of the content. Additionally, task ows helped us articulate what and how information would change as visitors progress through a task. The information architecture responds to mobility needs by using a exible, responsive design that accommodates browser, tablet, and mobile engagement.

Phase III | Experiences


Information Architecture

Phase III | Experiences


Information Architecture

We started out making a priority list and then a task ow to gure out what exactly we would be designing for and what the needs were. I once again learned how helpful it is to do a task ow and establish a foundation and road map for what is to be designed.

Phase III | Experiences

Interface Design:
With the information architecture as our blueprint for the redesign, we adapted and extended the visual language developed in the previous phase. The interface design is an opportunity to rene a key moment in the interface that delights visitors and keeps them coming back for more. The interface design includes the behavioral language of the system, such as menus and slider transitions.

Phase III | Experiences


Interface Design
My goal was to make the sign-in and sign-out process simpler and more convenient for the volunteers and people over the volunteer site. I wanted the interface to be clean and simple, to keep people from being confused during their process. It was a struggle to lay out the interface at this stage without fully designing it, so I found myself lost at times. When I kept thinking back to my task ow however, I naturally felt inclined to put certain buttons in certain places etc.

Phase III | Experiences


Interface Design

Static Click-Throughs

Phase III | Experiences

Prototype Task Flows:


After rening the static click throughs, we translated the design into an interactive prototype. The prototype demonstrated the users experience of a specic path through the designed system. The prototype looks complete, but the task ow is the only interactive aspect of the site.

Phase III | Experiences


Prototype Task Flows
Click Yes Sign In Map

Task

Sign Out

Phase III | Experiences


Prototype Task Flows

This interactive prototype allows the user/volunteer to be reminded about the event, sign in, look at a map of the area (and of site leaders or friends), read through their tasks, and then sign out. This is all to simplify the volunteering process. Learning to code was denitely difcult, but now that Ive experimented with it more and learned HTML, Im thankful to have gotten the experience with it. Once I got used to doing it, it became easier, and its a great feeling seeing it live on the computer and not just in static form.

Reection
This semester has been a roller-coaster ride of high highs and low lows in design, but beautiful through the entire journey. The lows have helped me grow and challenged me to be stronger and to work harder as a design student. The highs have given me the condence and assurance that Ive needed to keep pushing as well. The most important thing that Ive learned through this process as a graphic designer is to become friends with time and to push the boundaries of thinking. Time is usually my biggest enemy and despite my immense efforts to have control of it, it tends to control me. Im still trying to nd that balance of giving design my time or giving myself that time that left after the majority of it has already been used up. When I gure out how to master that balance, itll be one of the most important things Ive learned. Also, learning to shatter the walls that surround the thoughts and ideas in my head is just as important if not more. I tend to get wrapped up and binded by the fear that I wont be able to fulll my ideas or that Im straying too far away from what I should be doing. Ive never been a fan of settling, but unfortunately, with all the stress that comes with college and design especially, it can be easy to give into the temptation of it. Im learning to inherit the thinking that I possess everything I need to make any design successfully come to life and to thrive. Its a learning process, a slow one, but Im soaking up the lessons as I go. Based on what Ive learned in the class, I would like to explore or pursue user experiences. I love taking people on a journey or telling a story (especially one that inspires them). A book shouldnt be a book, it should be an experience. A mobile app shouldnt be just that, it should take people on a journey. Id love to become a stellar designer in connection to users experiences and I think it would be extremely rewarding to enhance and enlighten the many journeys that people take with objects or places. If I took this course all over again, knowing what I now know, I would have put more effort into it because this course has truly been an engaging and innovative one. The issue is that the course is offered the same day as GD Studio, which tends to take over. I would have loved to have this class at a different time, where I could have really focused on the mission and the tasks at hand. I also would have been more creative instead of being so safe. Seeing some of the risks that my classmates took in their work and seeing it pay off is truly inspiring. All in all, this course has been a challenging one that helped me grow and an inspiring, innovative one that expanded my ideas and dreams.

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