Deconstructing Assumptions to Design Moneythink Mobile

PosttoSnaptrack-880px.pngImage courtesy of Moneythink

By T.J. Cook, CEO, CauseLabs

When it comes to getting projects right, I’ve found it helps to assume we’ve got it wrong. Our hunches are off. Our assumptions are off-base. We then just might get it right when it comes to designing something people really want to use.

Our team here at CauseLabs didn’t know what we didn’t know when we started rapidly prototyping a mobile application for Moneythink, the established and growing financial capability mentorship program for urban, low-income 11th and 12th graders in the United States.

Ironically, projects that never identify incorrect assumptions are the ones most liable to be off course. Using IDEO.org’s human-centered design process and on-the-ground field data, we uncovered what we didn’t know, and our mobile app development changed for the better. Because IDEO.org talked with dozens of teens, the team quickly came to understand their mindsets and subsequent needs. That information, the kind that only comes from talking directly to users, helped us recognize what was wrong with our initial assumptions and pointed us toward better solutions.

To step back, the goal with Moneythink Mobile is to reinforce good financial habits, encourage smart financial choices and build on Moneythink’s proven financial near-peer mentorship model pairing college-student mentors with high school students for financial education. The idea for Moneythink Mobile came about in 2013 when CEO Ted Gonder made two important observations of Moneythink students. First, nearly all had smartphones. Second, the students made nearly all financial decisions outside of school, and therefore outside of the Moneythink program. Moneythink then started to explore the building and funding of a mobile tool that would give students a chance to show they had taken what they learned in class to heart by practicing the skills in their lives.

moneythink-classroom.jpgImage courtesy of IDEO.org

Jump ahead to this month and the nine-week pilot of Moneythink Mobile is well underway, with 70 students from eight classrooms in four inner-city Chicago schools testing the technology. The app includes challenges designed to help students build awareness of their spending and saving moments, create small financial goals, and engage in budgeting behavior while earning points redeemable for rewards along the way. Students update their peers on their progress in a social feed, sharing their financial decisions and commenting on those of others. After the Moneythink Mobile pilot, we will evaluate student engagement to optimize the app to meet students’ lifestyles, capabilities and interests. We anticipate full launch of the app in fall 2014.

Before we got to our pilot, however, we took part in IDEO.org’s design process and our own rapid prototyping method to de-construct our assumptions to better steer our design. Here are a few:

(more…)

B. Super: Transformative Tools for the Everyday Protestor

DamonAhola_RichardClarkson-BSuper.jpg

The word “protestor” probably brings a few images to mind: a hazy scene of conflict, throngs of angry bystanders with politically charged signs and the police. While creative repurposing tends to trump product design when it comes to civil unrest, a class at the School of Visual Arts was recently tasked with designing for protest culture in a class called “Product, Brand and Experience,” for which the subtitle is the brief: “Consumer Products for Protestors.” [Disclosure: Core77 partner and Editor-at-Large Allan Chochinov is the Chair of the Products of Design Program.]

Damon Ahola and Richard Clarkson were among the students who took the class last semester, teaming up to design B. Super—a collection of transformative tools (including a utility belt) that transform the wearer/user into a superhero in minutes. See what they had to say about their experience and the product series they created:

BSuper-Exhibit.jpg

Core77: Was there an “a-ha moment” that resulted in the idea for this series of products?

Damon Ahola & Richard Clarkson: We were discussing possible brand values and product directions early on in the process, Richard introduced the idea of superheroes. He was exploring the concept of superpowers in his thesis, so he was already quite knowledgeable about the topic. Damon quickly picked up the idea and immediately began sketching product concepts to give protesters a greater sense of confidence.

Could you walk me through the different products and their uses?

Each tool aids the protester in a specific task and is branded as such. The respirator mask,””breath,” assists in surviving airborne toxins. To elude authorities, “disguise” is a fake mustache kit at the ready. Duct tape, handy in any situation, is included as “repair.” “Relieve” is a lemon juice solution applied to allay the sting of pepper spray in the eye. As a mask, “hide” protects the protester’s identity. Embodied as “declare,” a rewritable roll-out canvas and marker act as a necessary communication tool. The single-use items are encased in a reusable box as “revive.” Finally, the starter kit including the belt system and three of the tools is “empower.”

BSuperLogo.jpg

(more…)

Near Future Laboratory Presents Design & Fiction (A Near-Past Event Recap)

2001ASpaceOdyssey.jpg

Here, for your edification, is a video of Near Future Laboratory’s “Design & Fiction” event in full. On October 24, 2013, IDEO hosted the panel discussion, moderated by Wired‘s Cliff Kuang, featuring sometime collaborators Julian Bleecker, James Bridle, and our own Nick Foster, who mentioned that “it was nice (and we think important) that we were physically together in a room.” Indeed, given the subject matter.

We met to talk about design. And fiction. And the ways of approaching the challenge of all challenges, whatever it may be. We talked about expressing the opportunities those challenges raise as distinctly new tangible forms. As well as the essential value of mundane design. We talked about clarifying the present. We talked about designing the future. And doing both of these things with design. And fiction.

For those of you who can’t afford to spend 90 minutes engrossed in a series of presentations about everything from the so-called “Michael Bay Driving Experience” to 1984-worthy surveillant receptacles, here are a few highlights, but of course I recommend watching it in full (or at least absorbing the audio in the background, podcast-style) to, you know, get a sense of what they’re talking about.

(more…)

Washing Machines Can Be Strangely Confusing, But Peter Fabor is Here to Save the Day (And Our Clothes)

WashingMachine-Lead.jpg

We’ve all been there—befuddled by the many options the washing machine has to offer and envisioning the possible horrors that could arise with the push of a wrong button. It’s a scenario that’s generally resolved with a quick phone call to mom or a web search. Convinced that there had to be a better way, Peter Fabor, UX designer at Avast Antivirus and founder of The Surf Office, has come up with the straight-forward washing machine design we’ve all been Google searching for.

WashingMachine-Confusion.jpgFrom digital to dials, there isn’t anything easy about cleaning your clothes the “right way”

After a bit of personal research into the realm of washing machine confusion, Fabor found a fact from the Daily Mail that put his project into motion: “58% of British men can’t use a washing machine properly because they find the household appliance confusing.” Even more, the headline on the Daily Mail’s coverage states that a quarter of British men can’t even mange turning the machine on. I’m sure that statistic reaches much further than the British—I for one have been known to tie-die many white shirts while trying to wash them and I’m an American lady.

(more…)

Tahir Hemphill’s Light-Painting Robot Visualizes Rap Music’s Geographic References

RapLightPainting-JayZ.jpg

If rappers’ boastful lyrics are any indication, hip-hop can take you places. A disciple himself, Tahir Hemphill—the ever-diligent artist behind the previously funded Kickstarter campaign “The Hip-Hop Word Count“—has visualized a dozen rappers’ global treks via flight path-esque photographs tracking their lyrics.

RapLightPaintings-Comparison.jpgKanye West’s global enlightenment (left) and one of Aaron Koblin‘s flight tracking designs (right)

RapLightPainting-JeanGrae.jpg

Inspired by Pablo Picasso’s light paintings, Maximum Distance. Minimum Displacement. takes one data point from “Hip-Hop Word Count” (more on that below) and puts it on the map. Hemphill has pulled out geographic mentions from his vault of crazy detailed research and created long-exposure visuals to better illustrate the globetrotting itineraries of these superstars (and perhaps to see if Pitbull is worthy of his terrible self-appointed title, “Mr. Worldwide”). By scaling geographic distances between destinations on a globe and assigning them coordinates, a robotic arm plots a specific point for each song’s city mention using a light pen.

RapLightPainting-Picasso.jpgPablo Picasso and his original light paintings (left) and Hemphill’s visualization of Kendrick Lamar (right)

(more…)

Safety First: Pentagram Cleverly Absolves ACME in a Design Fiction Starring Wile E. Coyote

CoyotevAcme.jpg

With additional reporting by Erika Rae Owen

In 1990, Ian Frazier published a fiction piece in the New Yorker, casting an antagonistic yet universally beloved Looney Tune as the plaintiff of a court case against a corporate entity for its seemingly nonexistent QC standards. No doubt you are already familiar with the laundry list of complaints enumerated in Coyote vs. ACME. Time and again, we took pleasure in witnessing the episodic pratfalls of the pathetic Mr. Coyote (given name Wile), as the nefarious ne’er-do-well nearly obliterated himself on multiple occasions in his attempts to assassinate his long-standing rival, the Road Runner. Each and every time, a dangerous piece of equipment would malfunction at the worst possible moment with suspiciously predictable consistency, rendering the aggrieved as a veritable case study in schadenfreude.

The suit alleges that ACME is at fault, but new evidence suggests otherwise.

ACME-LeadPage.jpg

Glitches aside, the various instruments of death and gravity-defying wearables employed by Mr. Coyote in the cartoon are much more than mere stretches of the imagination—they are, in fact, prime examples of design fiction. We just didn’t realize it until a designer from Pentagram took a stab at bringing the cartoon to life in a new way for their annual Christmas card.

Unlike the fictional plaintiff, designer Daniel Weil succeeds in his efforts: From the iconic spherical bomb to the more obscure Burmese Tiger Trap, these concepts may be more utilitarian than his previously-seen “Clock for Architects,” but the inner workings of the five ACME products are certainly no less considered.

ACME-Bomb.jpg
Click image to enlarge

(more…)

The Quest for the Perfect Design: Merel Bekking Turns to Neuroscience in ‘Brain_Manufacturing’

MerelBekking-Brain.jpg

Yesterday, we took a look at a potentially revolutionary breakthrough in brain surgery, which is great for neuroscientists (and their patients)—but the rest of us, not so much. After all, Steve Jobs channeled Henry Ford’s dictum about a faster horse when he asserted that “people don’t know what they want until you show it to them,” prefiguring an interdisciplinary approach to ‘neuromarketing.’ In order to uncover what consumers really want—as opposed to their conscious desires—researchers such as Dr. Steven Scholte measure subjects’ brain activity as they are exposed to various stimuli.

Now, designer Merel Bekking is looking to apply neuroscience to product design. In her quest to “create the perfect design,” Bekking realized that the main obstacle is the fact that “perfection is subject to taste and aesthetics.” The solution, then, is a systematic approach to determine what ‘perfection’ might be. “In ‘Brain_manufacturing,’ Bekking excludes personal preferences and tastes and creates designs purely based on scientific research results obtained with MRI scanners.”

In every design process, the designer makes choices, such as which shapes, colours and materials to use. “If you let a group of non-designers make these choices, will you end up with the perfect design?” Merel Bekking says. “And if you ask people directly versus letting their brains give the answer, will there be a difference?”

MerelBekking-Header.jpg

Working with Dr. Scholte and the Spinoza Centre for Neuroimaging in Amsterdam, Bekking had 20 subjects—half male, half female—undergo an MRI while presented with various images that represented the shape, material and color of what would be an ideal object. Here’s an informative (albeit a bit dry) video of Bekking describing her process:

(more…)

Bluetooth and Bypassing: Visualizing User Stories to Communicate Informal Technology Use in Developing Contexts

Left: A community map with measured dimensions. Right: Iso-metric illustrated version of the community based on reference photos. This was developed to make the map more engaging and fun. Righthand illustration by Boyeon Choi.

In the field of design and technology today, deeply understanding users in their local context is an essential part to the design process. A holistic understanding of users generates empathy and a specificity of experience that enables designers to create valuable solutions for markets, communities and individuals.

In our field work in Uganda’s rural north and Kampala, its capital and largest city, we took the unique opportunity to conduct research, as designers, into informal technology usage from a more complex and discovery-based perspective. Jeff focused on informal electricity bypassing in an urban community in Kampala, and An looked at how youth transfer media files via Bluetooth in northern Uganda. These are the stories that emerged after a hybrid approach of design, ethnography and other research methods to understand the systems and structures in place and build relationships with individuals working and living in these contexts.

In an increasingly globalized world, local contexts matter more than ever before. Rich, deep ethnographic stories can communicate the complex conditions under which communities and individuals make decisions regarding technology use in their everyday lives. These stories in turn inform design decisions around technology development and practical use. As Jessica Weber and John Cheng recently argued in UX Magazine, “Ethnography reveals how digital and physical processes work together to help businesses address gaps and focus on the entire customer experience.”

We present two examples of user stories from our research into informal systems, as well as the visual forms we developed to communicate it. It was essential to use visualization to engage the designers and researchers in a developed, U.S. context to translate the unique characteristics of the informal systems for those who couldn’t experience them firsthand. Visualizing the conditions and the systematic influences at work through user-generated drawings, maps, videos and photographic documentation placed them in context, helping to reframe these stories in a manner that permitted audiences in the United States to make judgments based on local values and their emergent informal usage of technology.

(more…)

Forget Resumes, Jens Lennartsson Sends Action Figures of Himself to Potential Employers

Jens-Action-Figure-Comp.jpg

The things that people do to snag a job are nuts. Standing out among the unemployed and enthusiastic is becoming pretty tough… especially when you have people like photographer Jens Lennartsson sending a minion of mini me action figures to the places he’d love to work.

Jens-Action-Figure-Box.jpg

Think of all of the possibilities: exaggerate your skills into super-hero-esque job qualifications, avoid handing in a resume that hits below expectations (design or otherwise) and bask in the fact that your first impression will always be on a perpetual good hair day. When you think about all of the time you spend perfecting your resume, you really wouldn’t spend much more time on an action figure version of yourself.

Lennartsson’s figurine, named GI Jens, is actualized as a camera-toting embodiment of who he is as a photographer. The packaging boosts his professional skills in an eye-catching display. No action figure is complete without a brochure displaying all of the toys features and Lennartsson doesn’t miss that opportunity to display some of his work. Check out the videos after the jump for a behind-the-scenes look the complete GI Jens package and how he pulled this off:

(more…)

Upwell Design’s IKEA Hack is as Well-Designed as the Product They’re Promoting with It

Walhub-Lead.jpg

Testing a new product’s intrigue is tough. As a designer, every one of your products is a masterpiece for one reason or another and it’s hard to get a true take on whether or not it will sell. Upwell Design, a San Francisco based design studio, found the perfect way to test and market their new product, Walhub—by hacking IKEA. We’ve covered stunts similar to this before where people have used IKEA products to create more elaborate (and sometimes better) tools and pieces of furniture.

Walhub-IKEA.jpg

But Upwell decided to test the market’s interest for their new switch cover/storage space by actually passing their design as an IKEA product. By dressing one of their own as an IKEA employee and adding all of the makings of an IKEA product (price tags, UPC barcodes) to Walhub, they placed the product in its natural environment among IKEA’s designs and let shoppers do the rest. The video below shows the hack in action:

I’d say it was a complete success—even if solely for the confusion in that poor IKEA employee’s voice as he (kind of) realized he wasn’t speaking to a fellow rep.

(more…)