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The design is based on a deep understanding of users, tasks and environments, and is refined through user-centered pragmatism. It addresses the entire user experience and involves users directly and indirectly, throughout the design and development process. The process is iterative and the team possesses interdisciplinary skills and perspectives.

In the process, overview of the process, with emphasis on idealization, method, experience and Gamification.

Project positioning

The project is rooted in the humanistic approach to design research, which creates a very pragmatic framework, where all investigations, tests and development phases are based on the target group. However, the complex field survey also results in a unique user involvement running the risk of being superficial, as the data can be too subjectively colored. This problem area is largely an individual challenge, which can result in biased data and a collection that is likely to be affected by subjective paradigms. Therefore, the target group's data is processed and compared with academic studies and expert collaborations. The solution to this challenge is to direct design studies towards a more expertise-based basis. This means involving the field's experts in the process and analyzing the users' patterns through a series of quantitative studies, for example. The target group is then involved through interview, design phase and testing of the prototype.

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The process overview

In the initial phase of the design process, a synthesis was created between the target group's wishes and needs, which was closely linked to the academic studies via literature studies. Since the purpose is also to create a viable product, a market analysis set the direction of what works in the market while also providing additional guidelines for the product.

In dealisation process

Using different patterns, needs and directions, the project went through an idealization process that unfolded with a mix of methodological elements such as brainstorming techniques, design tools and theory.

The methodical brainstorming and idealization phase included, among other things, the Shedding The Known technique, which aims to free the participants from preconceived notions about design and concept. This helps generate fresh ideas in the project. It is also important to create a shared understanding and learning by addressing the preconceived expectations and sorting them to find innovative and new expectations and mindsets.

The typical brainstorming session was also developed with different approaches, such as The Anti-problem for positive approach. This brainstorming technique aims to identify and externalize challenges and issues that may negatively affect the users or the project.

Experience design & Gamification methods

Human-centered designs set high demands by creating unity, where they emotionally still function as a natural flow through the product. These flows can be created in different ways, because this is the field that experience design specializes in.

In the primary phase, an analysis that the needs and wants, behavior and evidence, theses become organized regarding their behavior in the user, that in the motivation type, that intrinsic and extrinsic motivation.

In experience design, the human is at the core, especially when it comes to creating a unit where the user's emotional flow still flows naturally through the product. This flow can be achieved in different ways, as experience design includes a wide range of field and ability, e.g. Gamification, animation design, room design etc

In the primary phase of design, the users' needs and wishes, behavior and evidence are analysed, and these are organized based on their motivation types, both intrinsic and extrinsic and amotivation. This whole complexity gets sorted out and where creativity takes over challenge to create solution pertinent design.

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It is through these methods that ideas are positioned, reshaped and redefined in a larger concept and at a specific time and touchpoint in the user journey. This is precisely the whole key to the meaning of flow when creating a part of the user journey with different phases: educational, reflective and progressive, via activating the senses through different methods and triggers.

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