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Check out our whole journey through our process book!

Research

  • Survey
    455 participant |  Ages 18 - 65+

  • Interviews
    32 participants | Ages 8 - 55 

  • Competitive analisys 
    e.g. installation art, maker spaces, journals, toys and games 

  • Observation
    e.g. children playing, people doing creative tasks, people in the flow state

User Testing Task FLow
User Testing Findings

FOON’s target UX was achieved successfully!  

Collaboration with friends was very well received.

Organization of the app can be improved.

Two different user groups have emerged: passive vs involved users

From Out of Nothing encourages exploration within the ordinary. Through creative problem solving, it provokes a childlike sense of wonder and exploration. It disrupts users’ mental routine and encourages play without judgment.

Course 

UX Design Studio Capstone

Prof. Eun Yoon

Team Members 

Isabella Gardner, Erin Imhof, Laeryn Plankey, Lekha Veeramachaneni

My Role 

Research | Evaluation Lead

Product Design

Project Duration

01.06.21 - 05.27.21

20 weeks

The Problem 

As people grow up, people lose their childlike sense of wonder and creativity.

Self-imposed limitations and perceived judgements around exploration and failure brew a predictable and monotonous life.

Our Goal

With a lack of creativity, target users do not have the motivation to live life to the fullest. 

People need to break out of their routine and appreciate the beauty around them.

We want to help people daydream again.

Define

  1. A place for shared experiences free from judgement 

  2. How to fit creativity into daily life without looking like a task 

  3. Allow for easy return and avoid one time use 

  4. Instructions that are open to interpretation

Solution

FOON presents daily open-ended prompts to provoke a childlike sense of spontaneity and exploration. Paired glitches, or public works with a twist, are installed around the city.​

Creative Cue

The creative cues are designed to be open-ended, so new ideas stick with you throughout your day.

These cues follow weekly themes and are open to interpretation, so there is no right or wrong answer. 

App Key Features

Workspace

When a user creates their response to the daily creative cue, they have a variety of ways to do so, such as: draw, text, camera, stickers, and random tool. 

The user is given a random tool each day that could be used alongside the permanent options. This would make sure that users do not fall into the habit of relying on any one tool.

Collaborate 

Collaborate with friends and strangers, or browse others’ responses to see from new perspectives. Everyone is learning in the FOON community, so it remains a judgment-free space.

Physical Product

The (extra) ordinary collection

Find glitches in your surroundings to gain new cues. This peculiar version of “i-spy” promotes mindfulness and curiosity within everyday life.

Vision Video

Map

The map is used for locating glitches you’ve found around your city. You would be able to view others’ responses to location-based cues and have the opportunity to interact with others who have the app.

Highlights

Revisit the progress you’ve made on your creative journey. Active reflection motivates you to continue to practice exploration within the ordinary. 

How it works

A QR code allows users to scan the cue into the app and answer it

Each object has a printed cue to get the users’ attention

NFC chips will “ping” when near an out of the ordinary object - then it's up to the user to find it

Everyone has the capacity for creativity; it is a result of both nature & nurture.

Key Insights

People feel free from judgement when they are alone or there is no focus on outcome.

Environment has an impact on creativity, and people value shared experiences.

Everyone has the capacity for creativity; it is a result of both nature & nurture.

Key Insights

People feel free from judgement when they are alone or there is no focus on outcome.

Environment has an impact on creativity.

People value shared experiences.

Everyone has the capacity for creativity; it is a result of both nature & nurture.

Key Insights

People feel free from judgement when they are alone or there is no focus on outcome.

Environment has an impact on creativity.

People value shared experiences.

Everyone has the capacity for creativity; it is a result of both nature & nurture.

Key Insights

People feel free from judgement when they are alone or there is no focus on outcome.

Environment has an impact on creativity.

People value shared experiences.

Everyone has the capacity for creativity; it is a result of both nature & nurture.

Key Insights

People feel free from judgement when they are alone or there is no focus on outcome.

Environment has an impact on creativity.

People value shared experiences.

Target Audience

Ages 20 - 30

As people enter their 20s, the frontal cortex becomes rational 

Allowing better decisions

Losing divergent thinking

People who are 30+ stick to routine and are less likely to try new things 

Different problems with creativity in different age groups

Develop

There were many ideas created before we landed in our final foon app and the extraordinary collection. This took our team through a journey of evaluation of our products and constant iteration of features. 

Erin Imhof

Interaction Design

Lekha Veeramachaneni

Visual Design

Sarina Perli

Research

Laeryn Plankey

Prototyping

Isabella Gardner 

Project Lead

Team Ellis

Isabella Gardner 

Project Lead

Erin Imhof

Interaction Design

Lekha Veeramachaneni

Visual Design

Sarina Perli

Research

Laeryn Plankey

Prototyping

Team Ellis

What I learned

This has been one of my favorite projects I have worked on with an amazing team that made it possible. I learned about having fun through the process of creation and the importance of play. The topic itself of nourishing creativity went beyond just the project's problem as we really found a way to integrate it into our lives. I also learned to not settle for the first idea, and to really push through the process as every small step makes a difference. 

“From childhood it is important to maintain Growth, Curiosity, & Learning in order to stay amazed by the world.”

- Interviewee: Med Student, 25 M

Final User Testing

7 participants in target audience

Object images + prototype walkthrough

Think-aloud protocol + SUS questionnaire

Through research we want to gain insight into:

  • How creativity changes as people age

  • How people view mistakes

  • How judgement affects creativity

  • How people define creativity

  • How to trigger creativity

  • Benefits & negative effects of creativity

Final Design 

or take a look at other projects

Process

My Contribution

As UX research lead, I planned and discussed with the team the different research methodologies that would best help understand the user and define our project goals. I kept documentation of all the questions drafted in a Miro board, and confirmed alignment between our questions with the direction of our final deliverables.

I conducted interviews and observations once we defined the research methodologies we were going to use. From these findings, the team came back together to define insights and synthesized the data.

My Contribution

Once we had defined our key insights and 'how might we' statement, we moved on to create our personas and user journey map. My main contribution in this part of the process was gathering data from the research findings that would best represent the user persona, and identify pain point (mentioned for example on interviews) that would be relevant to mention in the user journey map. 

I also took further look into the secondary research to include phycological behaviors that may affect certain interactions related to creativity. 

My Contribution

As a team we worked together to bring our idea to life, making sure every decision taken was connected to our research, and overall, we were heading in the right direction of our preliminary goal. 

In order to visualize our ideas, I sketched our physical concepts and built models that would best communicate the interaction between the mobile application and the 'extra'ordinary product. 

My Contribution

Through out the project, I supported the visual design lead in creating the identity of FOON. I helped build mood boards, define the style guide and design elements and graphics, create specific deliverables such as the project poster, and apply branding to our presentations.