The Digital Divide Sprint
During a 5 day design sprint, my team members and I, were instructed to tackle "the digital divide" The digital divide is the economic, and social inequality that occurs with regards to access, use or impact of information. We researched our area of focus and decided to focus on how transfer of knowledge is limited to a certain social class. Essentially, we were concerned with the problem of affordability and accessibility among underprivileged youth in high schools.
On our first day of the design sprint - our main focus was to outline the problem, choosing our area of focus and setting out what are long term goals are based on research. We wrote down our how might we questions and categorized them into the most recurring and similar ones.
HOW MIGHT WE:
Incentivize underprivileged youth to engage in technical digital literacy content?
After a full day of sketching and ideation, we used the "art museum" approach. We then used heat maps to decide on which screens we thought would be most suitable for our prototype. By gathering the most beneficial ideas for our long term goals, we moved on to decide on "sklld" as the name of our app, and came up with developing our persona Sara Adams.
After the research and ideation phase were completed, we went on to wireframing our concept task. After three rounds of user testing on Wednesday we were able to gather valuable information using a testing script that instructed our classmates to speak on behalf of Sarah Adams our persona - who is a 16 year old student who wants to learn more about tech. Gathering information directed us to gamifying the app, and Sarah's experience to make it more challenging and entertaining for her. Then we thought out ways to incentivize Sarah to continue coming back to the app and using it to learn more about tech.
User testing and iterations, led us to the high fidelity wireframes created, for sklld.
Sketching, ideation, and wire-framing of marketing websites.