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Project money -
Journalist web widget

Journalisten is a narrative tool that allows youngsters to learn about money in correlation to the environment and planet resources.

OVERVIEW

Our goal is to get youngsters to understand how to look at money concerning the environment and the planet's resources. We want to allow the youngsters to influence by creating a sustainability fund and give participants tools to understand and create a sustainable economy. This would be an exhibition in Sweden where the participant's creations are displayed with the aim to awake questions about the economy and sustainability


​School project goals:

  • Create a website design to fit all ages and concept

  • Make a platform for the participants

  • Implement gamification

  • Design document and pitch


Results:
Our concept is the web widget called the journalist, it is a narrative tool where we enable the user to interact by asking questions that will be answered automatically, creating a conversation. This is a fun and interactive way to showcase the participants creations but also to learn.

Role and responsibilities

UX Reasearch / pitch

2020, 4 weeks

6 group members

Stakeholders: Pengar! - Allmäna arvsfonden & Changemaker Educations

CONCEPT

Working title: Journalisten (the journalist)

Goal: Get the concept approved by stakeholders and generate at least 20 interactive interviews.

Purpose: Involve the user rather than just consuming the information. In this way, we want to engage them and let them explore the topic of money and its impact on the environment.

Target group: Adolensceses who conduct interviews within the overall project

Brief: Journalisten is a narrative tool where the user can choose between people to interview. The user can ask questions that the core group has already asked of young people involved in the project in an interactive way instead of directly giving all questions and answers in a static method.

Potential pros: Users get the opportunity to discover and explore different life situations, opinions and perspectives. The dynamic questioning process can be perceived as more vivid and satisfying.

Potential cons: If the content creator does not maintain the quality or meet the format of formal interviews. The uploading process can be perceived as tedious or complex and dismissed.

Undiscovered/development opportunities:

  • More gamification

  • More advanced structure and filtering, given that there is an understanding of precisely what content will be uploaded by the creators

  • language selection (English, Swedish, etc.).

RESEARCH

Due to lack of time in the project, we first did theoretical research-based in our team. Our target group was aged between 15 and 19, and the secondary target group was aged 20 to 25. Some of us were in the target group or have been teenagers at some point. Our result came with findings of what our target group behaviours were. We concluded that young people in our primary target group want to change the world. Use mobile phones extensively, spend a lot of money (digital money), play games, stand for different movements and frequent use the internet. Secondary research was to understand the market and if a similar service existed.

Gamification:
To validate our theoretical research, we used the octalysis tool made by the gamification expert Yu-Kai Chou. We wanted to know our target group player types. The result we got was philanthropists and socialisers, which supported our thesis. We could take the next step from our player types that would then be validated by conducting user tests on our target group.
The experience is heavily focused on white hat core drives, meaning users feel significant and empowered. The drawback is that users do not have a sense of urgency to commit to the desired actions. Implementing the light black hat technique could add more thrill to the experience. Also, your suitable brain core drives are much stronger than your left brain core. This means your understanding is much more intuitive. You can also consider adding more left adding brain game techniques to create a feeling of accomplishment, more ingrained ownership, and more controlled limitations to spice up the experience.

USER TESTING

We conducted user tests, the users were all within our target group of 15-25 years old. In total, we conducted five user tests.
The individuals have been:  3 Girls 15-22 and 2 Boys 16-22

The most important insights:

  • The concept has been validated as exciting and desirable.

  • It is perceived as an upgrade of the classic way of conducting interviews.

  • it has been expressed in various ways, that it felt more modern, that it felt a more appreciated way to take part in information, it has been perceived as more instructive.

  • When the widget is implemented on the platform, it needs clarified affordance, i.e., clarity in what it does.

HIFI PROTOTYPE
Try Prototype
ADMIN PAGE PROTOTYPE

The admin page is where the content creators upload the interviews. The landing page is a tutorial on how you upload your content. It will be sent to the webmaster to approve and upload the content onto the site.

Try Prototype
UI KIT
MY TAKEAWAYS

To increase the quality and the dynamics in the group contract, planning, scheduling, transparency, having fun and fail to succeed mentality. 
Working with project owners and stakeholders, trying to get the correct information as soon as possible in the process. Understanding the needs and the purpose and challenging the idea to understand the why who, and when.

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