Student Activism Puzzle

Student Activism Puzzle

Student Activism Puzzle

In a 5-person interdisciplinary team, we worked to find a design solution that could help activism groups in their outreach and engagement on Georgia Tech's campus.

In a 5-person interdisciplinary team, we worked to find a design solution that could help activism groups in their outreach and engagement on Georgia Tech's campus.

In a 5-person interdisciplinary team, we worked to find a design solution that could help activism groups in their outreach and engagement on Georgia Tech's campus.

Background

Context

After doing our initial background research and interviews, we identified user goals that will allow student activists to create the type of change they want to see. These goals include being able to have a wider reach for spreading awareness, educating more individuals, and creating a safe space for engagement in activism.

Our objective was to create a stress-free product that seamlessly integrates into college life. Guided by user goals and observed practices, we explored design possibilities to empower student activists in creating meaningful change in the community.

My Role

  • Contributed to background research and planning

  • Drafted questions and took notes for 3 user interviews, and analyzed results from 20 respondents to a Qualtrics survey

  • Created the information architecture for the email-sending feature of our design

  • Sketched storyboard for the design concept

  • Sketched & prototyped the user interaction (touch & display) screens

Research Findings

Semi-structured Interviews

We interviewed 3 student activist leaders on Georgia Tech’s campus. From these interviews, we conducted interpretation sessions. We then created an affinity map to organize our interview findings.

In our interviews, our goal was to gain a better understanding of how student activist leaders run their organizations as well as the problems facing student activism on campus. Some common questions included, “What is your definition of activism”, “How do people hear about your organization”, and “What problems does your organization face”.

AFFINITY MAP

Background

Context

After doing our initial background research and interviews, we identified user goals that will allow student activists to create the type of change they want to see. These goals include being able to have a wider reach for spreading awareness, educating more individuals, and creating a safe space for engagement in activism.

Our objective was to create a stress-free product that seamlessly integrates into college life. Guided by user goals and observed practices, we explored design possibilities to empower student activists in creating meaningful change in the community.

My Role

  • Contributed to background research and planning

  • Drafted questions and took notes for 3 user interviews, and analyzed results from 20 respondents to a Qualtrics survey

  • Created the information architecture for the email-sending feature of our design

  • Sketched storyboard for the design concept

  • Sketched & prototyped the user interaction (touch & display) screens

Research Findings

Semi-structured Interviews

We interviewed 3 student activist leaders on Georgia Tech’s campus, which took about 30 minutes each. From these interviews, we conducted interpretation sessions. We then created an affinity map to organize our interview findings.

In our interviews, our goal was to gain a better understanding of how student activist leaders run their organizations as well as the problems facing student activism on campus. Some common questions included, “What is your definition of activism”, “How do people hear about your organization”, and “What problems does your organization face”.

AFFINITY MAP

Background

Context

After doing our initial background research and interviews, we identified user goals that will allow student activists to create the type of change they want to see. These goals include being able to have a wider reach for spreading awareness, educating more individuals, and creating a safe space for engagement in activism.

Our objective was to create a stress-free product that seamlessly integrates into college life. Guided by user goals and observed practices, we explored design possibilities to empower student activists in creating meaningful change in the community.

My Role

  • Contributed to background research and planning

  • Drafted questions and took notes for 3 user interviews, and analyzed results from 20 respondents to a Qualtrics survey

  • Created the information architecture for the email-sending feature of our design

  • Sketched storyboard for the design concept

  • Sketched & prototyped the user interaction (touch & display) screens

Research Findings

Semi-structured Interviews

We interviewed 3 student activist leaders on Georgia Tech’s campus, which took about 30 minutes each. From these interviews, we conducted interpretation sessions. We then created an affinity map to organize our interview findings.

In our interviews, our goal was to gain a better understanding of how student activist leaders run their organizations as well as the problems facing student activism on campus. Some common questions included, “What is your definition of activism”, “How do people hear about your organization”, and “What problems does your organization face”.

AFFINITY MAP


  • Activism is defined in different ways but generally involves passion, direct action, and group collaboration.

  • Collaboration with stakeholders like faculty and non-profits is common among activists

  • We should focus on Tech students due to unique challenges like busy schedules that prevent event participation

  • Activist organizations need continuous promotion, advocating for various issues on different scales

  • The key design focus is on keeping students engaged in activist student organizations

  • Activism is defined in different ways but generally involves passion, direct action, and group collaboration

  • Collaboration with stakeholders like faculty and non-profits is common among activists

  • We should focus on Tech students due to unique challenges like busy schedules that prevent event participation

  • Activist organizations need continuous promotion, advocating for various issues on different scales

  • The key design focus is on keeping students engaged in activist student organizations


  • Activism is defined in different ways but generally involves passion, direct action, and group collaboration.

  • Collaboration with stakeholders like faculty and non-profits is common among activists

  • We should focus on Tech students due to unique challenges like busy schedules that prevent event participation

  • Activist organizations need continuous promotion, advocating for various issues on different scales

  • The key design focus is on keeping students engaged in activist student organizations

Survey Findings

We conducted a Qualtrics survey which we sent to students across campus. The survey had three paths for participants: current activists at Georgia Tech, those previously involved but not currently, and students who have never been engaged in activism. We used the built-in Qualtrics analytics tools to interpret our findings.


  1. Barriers to Participation: "Lack of time" ranked first, emphasizing the need for low-commitment activities

  2. Obstacles in Student Activism: "Lack of time" was ranked first and "Fear of backlash" ranked second, emphasizing the need for a balanced and considerate design approach

  3. Tech-Specific Participation Challenges: "Lack of time" was a key obstacle for activists not engaging at Tech, suggesting a focus on time commitment in design

  4. Definitions of Activism: Varied definitions, with "Taking action" and "Making changes" as central themes

  5. Motivations to Participate: Top motivations were "belief in cause," "past experience," and "internal desire," indicating intrinsic motivation as the primary driver

2 Task Analyses

  1. Event Planning Process

    • To break down the event planning process, and identify key steps

    • Current organizational methods and explore opportunities for improvement

  2. Student Activism Engagement on Liberal Arts Campuses

    • To dissect how students engage in activism on liberal arts campuses

    • Discovered multiple pathways, including raising awareness, finding supportive communities, and demonstrating initiative

Survey Findings

We conducted a Qualtrics survey which we sent to students across campus. The survey had three paths for participants: current activists at Georgia Tech, those previously involved but not currently, and students who have never been engaged in activism. We used the built-in Qualtrics analytics tools to interpret our findings.

  1. Barriers to Participation: "Lack of time" ranked first, emphasizing the need for low-commitment activities

  2. Obstacles in Student Activism: "Lack of time" was ranked first and "Fear of backlash" ranked second, emphasizing the need for a balanced and considerate design approach

  3. Tech-Specific Participation Challenges: "Lack of time" was a key obstacle for activists not engaging at Tech, suggesting a focus on time commitment in design

  4. Definitions of Activism: Varied definitions, with "Taking action" and "Making changes" as central themes

  5. Motivations to Participate: Top motivations were "belief in cause," "past experience," and "internal desire," indicating intrinsic motivation as the primary driver

2 Task Analyses

  1. Event Planning Process

    • To break down the event planning process, and identify key steps

    • Current organizational methods and explore opportunities for improvement

  2. Student Activism Engagement on Liberal Arts Campuses

    • To dissect how students engage in activism on liberal arts campuses

    • Discovered multiple pathways, including raising awareness, finding supportive communities, and demonstrating initiative

Survey Findings

We conducted a Qualtrics survey which we sent to students across campus. The survey had three paths for participants: current activists at Georgia Tech, those previously involved but not currently, and students who have never been engaged in activism. We used the built-in Qualtrics analytics tools to interpret our findings.

  1. Barriers to Participation: "Lack of time" ranked first, emphasizing the need for low-commitment activities

  2. Obstacles in Student Activism: "Lack of time" was ranked first and "Fear of backlash" ranked second, emphasizing the need for a balanced and considerate design approach

  3. Tech-Specific Participation Challenges: "Lack of time" was a key obstacle for activists not engaging at Tech, suggesting a focus on time commitment in design

  4. Definitions of Activism: Varied definitions, with "Taking action" and "Making changes" as central themes

  5. Motivations to Participate: Top motivations were "belief in cause," "past experience," and "internal desire," indicating intrinsic motivation as the primary driver

2 Task Analyses

  1. Event Planning Process

    • To break down the event planning process, and identify key steps

    • Current organizational methods and explore opportunities for improvement

  2. Student Activism Engagement on Liberal Arts Campuses

    • To dissect how students engage in activism on liberal arts campuses

    • Discovered multiple pathways, including raising awareness, finding supportive communities, and demonstrating initiative

STUDENT ACTIVISM ON A LIBERAL CAMPUS
ORGANIZING AN ACTIVISM EVENT

From our findings, we narrowed down our target group to students on Tech campuses.

From our findings, we narrowed down our target group to students on Tech campuses.

From our findings, we narrowed down our target group to students on Tech campuses.

Ideation & Design

Design Requirements

We generated 7 different design requirements from our research findings. We used these criteria to help guide and inform our ideation and final design concept.

Our design system should…

  • Be adaptable to causes

  • Be low commitment

  • Be available at all times

  • Be event organizer-friendly

  • Aid in community building

  • Be accessible for sensory/physical disabilities

  • Compliment diversity

Ideation & Design

Design Requirements

We generated 7 different design requirements from our research findings. We used these criteria to help guide and inform our ideation and final design concept.

Our design system should…

  • Be adaptable to causes

  • Be low commitment

  • Be available at all times

  • Be event organizer-friendly

  • Aid in community building

  • Be accessible for sensory/physical disabilities

  • Compliment diversity

Ideation & Design

Design Requirements

We generated 7 different design requirements from our research findings. We used these criteria to help guide and inform our ideation and final design concept.

Our design system should…

  • Be adaptable to causes

  • Be low commitment

  • Be available at all times

  • Be event organizer-friendly

  • Aid in community building

  • Be accessible for sensory/physical disabilities

  • Compliment diversity

IDEATION

Each of our group members came up with 5-10 design ideas, which we then refined and narrowed down to 10 distinct ideas. After sketching those ideas, we selected our final design concept to be the “Activism Puzzle.”

Design Concept

"Activism Puzzle" is a digital puzzle board where anyone interested in the cause can put a puzzle piece on the screen. One side of the puzzle will show an interesting fact of the cause, and the other side will show part of the image. Once the puzzle is complete, the pieces will form a picture that promotes the cause, and all participants will receive an email notification.

STORYBOARD

Initially, the puzzle was a tangible product as shown in the storyboard, however, in an effort to meet more of our design requirements, we adjusted the design to be digital. The challenge in making a digital puzzle was having several screens "talk" to each other to make the different interactions as seamless as possible.

IDEATION

Each of our group members came up with 5-10 design ideas, which we then refined and narrowed down to 10 distinct ideas. After sketching those ideas, we selected our final design concept to be the “Activism Puzzle.”

Design Concept

"Activism Puzzle" is a digital puzzle board where anyone interested in the cause can put a puzzle piece on the screen. One side of the puzzle will show an interesting fact of the cause, and the other side will show part of the image. Once the puzzle is complete, the pieces will form a picture that promotes the cause, and all participants will receive an email notification.

STORYBOARD

Initially, the puzzle was a tangible product as shown in the storyboard, however, in an effort to meet more of our design requirements, we adjusted the design to be digital. The challenge in making a digital puzzle was having several screens "talk" to each other to make the different interactions as seamless as possible.

IDEATION

Each of our group members came up with 5-10 design ideas, which we then refined and narrowed down to 10 distinct ideas. After sketching those ideas, we selected our final design concept to be the “Activism Puzzle.”

Design Concept

"Activism Puzzle" is a digital puzzle board where anyone interested in the cause can put a puzzle piece on the screen. One side of the puzzle will show an interesting fact of the cause, and the other side will show part of the image. Once the puzzle is complete, the pieces will form a picture that promotes the cause, and all participants will receive an email notification.

STORYBOARD

Initially, the puzzle was a tangible product as shown in the storyboard, however, in an effort to meet more of our design requirements, we adjusted the design to be digital. The challenge in making a digital puzzle was having several screens "talk" to each other to make the different interactions as seamless as possible.

Design System

INFORMATION ARCHITECTURE

Stakeholders

  • Students/Audience

  • Student activism organizers

Design System

INFORMATION ARCHITECTURE

Stakeholders

  • Students/Audience

  • Student activism organizers

Design System

INFORMATION ARCHITECTURE

Stakeholders

  • Students/Audience

  • Student activism organizers

COLOR SCHEME

Our color palette and overall design style reflected many of the colors and tones used in activist posters, infographics, and media. We prioritized warmer colors such as orange to evoke enthusiasm, communication, positivity, and energy.

COLOR SCHEME

Our color palette and overall design style reflected many of the colors and tones used in activist posters, infographics, and media. We prioritized warmer colors such as orange to evoke enthusiasm, communication, positivity, and energy.

COLOR SCHEME

Our color palette and overall design style reflected many of the colors and tones used in activist posters, infographics, and media. We prioritized warmer colors such as orange to evoke enthusiasm, communication, positivity, and energy.

ICONS STYLE
TYPOGRAPHY

Hi-Fidelity Prototype

  • Large display screen: displays the puzzle of that week in a public space and updates in real time as the student interacts with the touch screen below

  • User interaction touch screen: iPad screen which takes students from swiping their ID cards through the process of adding a piece to the puzzle using interactive elements

  • Puzzle Creator website: a website for student activism organizations to create their custom educational puzzle that students will be able to complete, piece by piece

  • Email response mockup: when the puzzle is completed, students will receive an email with a completed picture, along with all the relevant facts and resources for getting involved in activism

DISPLAY SCREENS

Hi-Fidelity Prototype

  • Large display screen: displays the puzzle of that week in a public space and updates in real time as the student interacts with the touch screen below

  • User interaction touch screen: iPad screen which takes students from swiping their ID cards through the process of adding a piece to the puzzle using interactive elements

  • Puzzle Creator website: a website for student activism organizations to create their custom educational puzzle that students will be able to complete, piece by piece

  • Email response mockup: when the puzzle is completed, students will receive an email with a completed picture, along with all the relevant facts and resources for getting involved in activism

DISPLAY SCREENS

Hi-Fidelity Prototype

  • Large display screen: displays the puzzle of that week in a public space and updates in real time as the student interacts with the touch screen below

  • User interaction touch screen: iPad screen which takes students from swiping their ID cards through the process of adding a piece to the puzzle using interactive elements

  • Puzzle Creator website: a website for student activism organizations to create their custom educational puzzle that students will be able to complete, piece by piece

  • Email response mockup: when the puzzle is completed, students will receive an email with a completed picture, along with all the relevant facts and resources for getting involved in activism

DISPLAY SCREENS
USER INTERACTION SCREENS
USER INTERACTION SCREENS

DISPLAY PROTOTYPE

USER INTERACTION SCREENS
USER INTERACTION SCREENS
USER INTERACTION SCREENS

TOUCH SCREEN PROTOTYPE

USER INTERACTION SCREENS
ORGANIZER PUZZLE CREATION SCREENS
USER INTERACTION SCREENS

PUZZLE CREATOR PROTOTYPE

USER INTERACTION SCREENS
EMAIL RESPONSE MOCKUP


Evaluation Methods

To test our prototypes, we brought in eight students from the HCI program, who were not current activists. Our participants are supposed to be students at tech schools who have little involvement in activism, so this was an ideal user group. We used two evaluation methods to specifically assess our two most important design requirements.

DR1: Be Low Commitment

Evaluation Task

We observed user interaction with the prototype, noted down any mistakes they made, and measured the amount of time users spent with the interactive screen. After they completed the task, we asked a few follow-up questions based on our observations.

Positive Feedback
  • Participants described the puzzle as "eye-catching," "educational" and "collaborative"

  • Participants liked the interactivity between the iPad and the large screen

  • Participants thought the user experience was straightforward and clear

  • Participants expressed they would share it with friends

DR2: Compliment Diversity

Evaluation Task

We conducted a survey to measure the user’s psychological safety and perceived sense of belonging on a 1-7 scale after participating in the puzzle task. Successful implementation of the design requirement will be if the average response per question is 5 or greater (1-7 being the coded numbers per response).

Overall Findings

Based on the results, our participants felt comfortable interacting with the system in a public space (avg = 6.25 on a 7-point scale). They were also on average not offended by the system (avg = 3.75 on a 5-point scale). Since our survey was anonymous, this result only reflects how our system performed, but we won't be able to understand the rationale behind their choices and how they can be improved. 


Evaluation Methods

To test our prototypes, we brought in eight students from the HCI program, who were not current activists. Our participants are supposed to be students at tech schools who have little involvement in activism, so this was an ideal user group. We used two evaluation methods to specifically assess our two most important design requirements.

DR1: Be Low Commitment

Evaluation Task

We observed user interaction with the prototype, noted down any mistakes they made, and measured the amount of time users spent with the interactive screen. After they completed the task, we asked a few follow-up questions based on our observations.

Positive Feedback
  • Participants described the puzzle as "eye-catching," "educational" and "collaborative"

  • Participants liked the interactivity between the iPad and the large screen

  • Participants thought the user experience was straightforward and clear

  • Participants expressed they would share it with friends

DR2: Compliment Diversity

Evaluation Task

We conducted a survey to measure the user’s psychological safety and perceived sense of belonging on a 1-7 scale after participating in the puzzle task. Successful implementation of the design requirement will be if the average response per question is 5 or greater (1-7 being the coded numbers per response).

Overall Findings

Based on the results, our participants felt comfortable interacting with the system in a public space (avg = 6.25 on a 7-point scale). They were also on average not offended by the system (avg = 3.75 on a 5-point scale). Since our survey was anonymous, this result only reflects how our system performed, but we won't be able to understand the rationale behind their choices and how they can be improved. 


Evaluation Methods

To test our prototypes, we brought in eight students from the HCI program, who were not current activists. Our participants are supposed to be students at tech schools who have little involvement in activism, so this was an ideal user group. We used two evaluation methods to specifically assess our two most important design requirements.

DR1: Be Low Commitment

Evaluation Task

We observed user interaction with the prototype, noted down any mistakes they made, and measured the amount of time users spent with the interactive screen. After they completed the task, we asked a few follow-up questions based on our observations.

Positive Feedback
  • Participants described the puzzle as "eye-catching," "educational" and "collaborative"

  • Participants liked the interactivity between the iPad and the large screen

  • Participants thought the user experience was straightforward and clear

  • Participants expressed they would share it with friends

DR2: Compliment Diversity

Evaluation Task

We conducted a survey to measure the user’s psychological safety and perceived sense of belonging on a 1-7 scale after participating in the puzzle task. Successful implementation of the design requirement will be if the average response per question is 5 or greater (1-7 being the coded numbers per response).

Overall Findings

Based on the results, our participants felt comfortable interacting with the system in a public space (avg = 6.25 on a 7-point scale). They were also on average not offended by the system (avg = 3.75 on a 5-point scale). Since our survey was anonymous, this result only reflects how our system performed, but we won't be able to understand the rationale behind their choices and how they can be improved. 

USER INTERACTION SCREENS

6755 HCI Foundations
Georgia Institute of Technology | Fall 2023
Professor Carl DiSalvo

6755 HCI Foundations
Georgia Institute of Technology | Fall 2023
Professor Carl DiSalvo

6755 HCI Foundations
Georgia Institute of Technology | Fall 2023
Professor Carl DiSalvo