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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