Group
Project

Diagnosing and ideating a problem that students at the University of Auckland have, and creating a solution for it.
We are using the double diamond process to first diagnose the problem, and then discover a solution.
Press on the words below to jump:

1 - Discovery Phase

Initial problem finding


1. Brainstorming a variety of problems

We used divergent thinking by each brainstorming 12 different problems we had experienced at UoA. We then shared and found similarities between problems, and grouped them into categories : Social, Mental Health. Comfort, Physical Health and Accessibility.

Chosen Topic : Navigation around the University

2. In depth problem brainstorming
We branched out from our initial concept to come up with several interconnected issues, aspects and consequences of the problem. This helped us explore our problem space, understand each others' perspective of the problem.

Observation (tool #1)

Documenting the problem and context in an objective lens.

Day 1

First teem meeting
We decided to go on a little trip around uni to observe, test and take note of the signage around the university - physical signs, as well as testing maps and apps.

1. Class hunt challenge
We split into two pairs, to find the same class using different methods. This helped us get a feel of how useful the navigation tools were.

Our experience
We felt frustrated using the Kahn app. It was slightly fiddly and hard to use - we took 3 minutes just to figure it out, which slowed us down.

2 main issues identified -
There was no tracker which showed us where we were located, and we couldn't put our current location as the starting point.











Engineering building observations : "New student" POV
We explored the Engineering building in the perspective/mindset of a new design student who is unfamiliar with the area, to judge how prominent the signs were.

Indistinct signage
When we first walked in, we saw that the sign to CAI design as tiny in our field of vision, easy to miss.
Lack of signage
I
n the passageway to the Design 100 lecture there were no signs  pointing to the room, making it hard to find.
Lack of clarity
We saw the a sign with arrow pointers for the blocks. However, these arrows were not sufficient, as past them, it was unclear where to go.
Good signage
We did, however, find a hallway map that was quite useful - clear labels, and indications to which side the rooms were on. We found the room 405-430 quite quickly.


OGGB -Observations: During room hunt
Trying to find the 260-040:

Lack of signage, again. At the bottom of the OGGB steps, there were no signs to indicate which room was on which side. The consequence of this was that we first went down to the left side and back up, which took both our time and energy.

We only saw this a4 printed sign on a pole indicating 040
Where is the you are here sign?
It was frustrating to find the symbol.
We were happy to find another sign '040
However, given the large sign, the text seemed  a bit small.

Day 2

We did some further observation looking at signage in uni, and inverstigated some locations mentioned in our interview responses.


Examples of small/insignificant signs

Building labels
The buildings were quite hard to locate, and small sign text was quite frequent. This  was an issue, as I could not read the signs from far away (had to walk up close)



Directory/map signage

Cluttered formatting - 4 signs to scan at once on a wall.

Faculty sign - hard to see from a distance. Attention was mostly drawn to the address no, rather than the building n0.

The map was very detailed, but the different faculties and the"you are here" indication were not defined clearly.

Empathy (tool #2)

Understanding what the people with the problem actually feel

We each generated a range of interview questions surrounding the various different navigation problems and their personal impacts. We then came together to find commonalities and discuss which questions we thought were the most important.
We aimed to find people of different characteristics (Year level, Gender, Culture, language), to give us more diversity and inclusivity in our understanding.

Results
We put all our results on a spreadsheet, as shown below. The interviewees provided some insight to features I hadn't paid attention to (e.g. Map outside lib) which I went to observe in my 2nd trip.

Primary Research (tool #3)

Finding inspiration and perspectives from different contexts


We chose to do my secondary research on analysing another University's navigation system (AUT). We observed the differences in signage design with UoA, noting down the effectiveness.


OUTSIDE

Large, clear, gate signs.
The sign contained several elements which were distinct from each other (using colour, text size/bold font). Text was large, readable and visible at night.

Informative
Sign included a large print of the Campus, Entrance, Gate and additional information in smaller print.


Well labeled, coloured, building signs
The buildings were distinguished using letters
and colours (seemed memorable)

Cohesive colour coding system
This effectively connected the maps, directories, and buildings. The 'flag'  "you are here" was distinct.


INSIDE

Large lettering and numbering


Lots of signage
When I walked out the elevator, I immediately had a view of the floor number, and the location of each room fro mpr

Prominent lecture theatres
From the shape of the architecture and the tv screens, lecture theatres were very easy to spot


OTHER FEATURES I NOTICED

Elevator announcing ground floor "level 1"
The audio component would be quite helpful for those that are visually impaired.

Mini self-service help desk with map
This was a handy tool which students could use to search and locate their classes.

Reflection


In the discovery phase this week, we have learnt to use divergent and convergent thinking in our process by generating, specifying, and ideating our ideas throughout the stages.

During initial problem finding
Brainstorming and narrowing down ideas helped expand and clarify our problem space, with insight from all group members. It allowed us to branch out to smaller issues/consequences (such as inefficiency or lateness to class). Collectively, as a team, we had many perspectives which helped us create a main frame to the problems to investigate in the next phases of discovery - in observation, interviews and research.

Observation trip
We turned our observant eyes on, which helped us notice features about the signs around uni that we did not realise before - such as their quantity, placement, and clarity. All of us felt frustration when stepping in the shoes of a 'student finding a class', allowing us to understand the user experience. These experiences helped us pinpoint many problem areas in the signage, and their corresponding consequences on users (and how they feel).

Empathy stage
Conducting interviews helped us understand how students approach/feel about signage. It helped us gain more perspective on seemly common/simple problems. Our findings helped us sort out which issues are the most prominent (need targeting), as well as their effects. We discovered that each student had different approaches and methods for navigation (some relied on most physical signs, and others maps/apps). However, one area I think we could have improved on is asking for more specifics as to how they felt during the room finding process, or even allowed them to elaborate on the specific details in their way finding process.

Secondary Research
Secondary/Primary research at AUT- this experience was the most eye-opening part for me. It gave me insight into a whole new approach to University signage, and I was impressed at the clarity and quantity of the signs. The design did seem well thought out, and student centred. Comparing my observations in UoA and AUT, helped me notice many differences and potential improvement tools we could use (such as colour coding).


OBSERVATIONS

• The signage was not frequent, especially upon entrance, as well as in open and large spaces
• The signs themselves were hard to notice - they did not stand out
• The words on the signs were hard to read - many had a small font size
• Campus/building maps lacked clarity, and did not point out the users' locations clearly
• Usually, the process of finding a new class involved looping into the wrong places, taking up our time
• There was no clear indication of the user location from their current surroundings
• The Kahu app was not easy to use (fiddly) , and the directions were inaccurate and confusing, which caused frustration.


EMPATHY LEARNINGS

• Most students didn't find the physical signage useful (average 2.7 out of 5)
• Almost all students said that they found it easy to locate the building/block, but not find the room
• Most students asked people for help for finding classes
• Many students did not know about the existence of the Kahu app/map services
• For the majority of students, their room finding process goes: Look at first 3 numbers for building --> Look on campus map to locate the building --> Wanders around to find room/asks for help
• Many students felt it was unsafe navigating the University at night.



INSIGHTS

• Many students find it difficult to utilise the signage to find new classes, and results in lateness and inefficiency
• The signage in general, was not distinguished from the environment, which reduced their functionality.
• Students were not provided with the access (or knowledge) about these navigation resources or how to use them, resulting  
   in confusion and the use of less efficient methods.
• There was a lack of signage, resulting in students having no indication in which direction they are headed and  being lost.
• The online map/app resources were not functionally complete/did not have good usability, leading to students wasting time     figure it out and/or being led the wrong way.




JUMP:
TO TOP
1 - DISCOVERY PHASE

2 - DEFINE PHASE

3- DEVELOP PHASE

2 - Define Phase

Reflection


The define phase helped once again, see more clarity in our project and figure out what we will focus on during the development phase. We started this process by laying out all of the data and findings from the (divergent) discovery phase, and converged these problems using various activities, collaboration, and analytical thinking .

Problem Brainstorm (left)
This helped us share information from the discovery phase, clarify the commonalities and point out the things which we were surprised about, e.g. "Many people did not know online map resources existed" and what things would make a difference, e.g. "Orientation teaching first years how the numbering system worked"

User stories (middle)
We created character stories to understand scenarios of users with different traits. This helped us summarise some main user concerns from empathetic view, and helped us be inclusive in our problem coverage, e.g. A student that wants to travel home safely,   and a student with classes in a row wanting to take a faster route to avoid running.

HMW statements
Using the character stories, we generated 10 how might we statements, and then chose 3 which we deemed most important. This gave us a general problem frame. 

Before proceeding, we collaboratively looked over the activity resources and assessed their usefulness, as well as finding online way finding diagram inspirations. We moulded the shape and functionality of these activities to cater to the needs of our topic. 



User Inner Thoughts (activity #1)


This inner thoughts exercise helped us gather mainly the empathy findings from our discovery phase. This activity helped us highlight common situations and main questions/needs of the user as they encounter each of the different environments, e.g. when indoors, “How do I read the class number?”. The diagram gives us clarity to the the specific services that users would like during their navigation process, and which 'questions' we could help users answer while ideating in the development phase. 




User Journey Mapping
(activity #2)



We narrowed down the user journey process specifics - using the phases 'before', 'during' and 'after', with details about their specific actions and feelings about them, which helped us break down the user experience more thoroughly. We used our interview results to create two different user profiles - with their own characteristics and navigation methods:

These two graphs highlight some similarities and differences between navigation experiences, which will help us approach the problem with inclusivity of these differences. User feelings showed where their experiences could be improved, e.g. “Looks at map directions, they aren’t helpful” was a negative experience.

The "make or break" points show the crucial steps which we must focus on. Here we have a breaking point which is quite similar  for profile 1 and 2: "Trial and error to find the right class", "Sometimes cannot find class -> late to class", which outlined to us that finding the specific class is a prominent issue.





AEIOU FRAMEWORK
(activity #3)


Defining our focal points
From our large collection of insights and ideas, we then had to prioritise which were the most impotrtant. We moulded the AEIOU into prioritisation tool within categories - using the format of the DES101 wheel.

The different categories of AEIOU are: Activities, Environments, Interactions, Objects, Users, and we divided these into subsections to compare. Our criteria of assessment was - Which are more integral to our users' way finding process? Which needs the most improvement? Which will benefit the user experience the most? Which parts do we (group members) have the skillset to develop the best?


The AEIOU categories and sections helped us clearly organise the aspects of our problem. During the activity, we all engaged in an active discussion to analyse the different aspects of the issue in a deeper level, and come to a mutual agreement on our target problems for the development phase. 

Interpreting the chart above
Our main focuses are on: User interactions (mainly first years) with physical signage (Indoor, buildings and for safety), to help them find their class. Lower priority (but still important) problems are: Providing more map education during O week, improving physical maps, and being inclusive with sign (languages). It was also clear that all aspects of the environment - indoor, buildings, safety, needed attention. Below are the written reasons for each ratings.

Summary


Our discussions and visualisations through these different activities effectively put our large quantity of problems into a sieve, helping us arrive at a clear direction for the development stage. Each activity had its own purpose in terms of categorising, narrowing down, prioritising, and clarifying our problems. Good collaboration, and listening to each others' thoughts helped us make decisions with better logic, and build on each others ideas which improved their quality. Together, using the crucial problems we have identified, we decided on our final goal:


FINAL HOW MIGHT WE STATEMENT:
How might we improve the wayfinding design at the University to ensure students can find spaces efficiently


JUMP:
TO TOP
1 - DISCOVERY PHASE

2 - DEFINE PHASE

3- DEVELOP PHASE

3 - Develop Phase

100 ideas


Our first goal for the week was to rapidly brainstorm 100 ideas to solve our problem for our HMW statement. By aiming for quantity over quantity, we were able to diverge our concept landscape and explore multiple opportunities. First, in the studio, we generated several quick ideas- many of these arose directly from problems in our observations, empathy and researching, e.g. interactive signage. We also added any creative ideas we could think of, e.g. VR glasses, collaboration with Google Maps, giving new and unexpected concepts.



Change in environment

We had already whizzed out around 50 ideas, but for more inspiration,  change in environment and go on a small adventure to AUT. Here, while walking and in a relaxed environment, we were able to loosen up, chat, and develop on our observations. We generated several more ideas e.g. using acronyms for UoA buildings, e.g. OCH for Old Coral Hall. We then went back to the studio and sat around the table to speed fire ideas, and we had a lively discussion while we came up with out-of-the box ideas.

Narrowing It Down


Voting on Miro
We utilised the Miro voting tool to choose our preferences unanimously, while discussing in between. We did two rounds of voting. After our first round of voting we sorted top votes into categories to help us visualise the main types and to reduce  category overlap. This voting process helped us quickly and efficiently narrow down the 100 options to 3 main ideas which we all agreed on.


TOP 3 NOTES

Add a game aspect or achievements to the app signage to get points during o-week.  
--> Creating a wayfinding o'week activity

 
• Employ graphic design symbols + typography etc. in signage      
--> Improving signage graphic design

• Cohesive, interconnected signage system by using a colour coding system to connect maps, signs and directory  
--> Creating a cohesive signage labelling system

Testing the Top 3

Quickly prototyping and testing our assumptions with users


1. O-week way finding game with achievements
We created a storyboard prototype (cartoon strip) to show the experience of a first year using the way-finding game during o-week. We then asked our friends to see what they would think of the experience.


USER FEEDBACK
The people we talked to said that they liked the idea, but didn't know if they would actually participate. They commented that looking for classes that you won't need isn't helpful and they would be more likely to take part if it was explained to them that university is hard to navigate.




2. Improving signage graphic design
We used illustrator to draw on top of an existing sign photo we have, to create a mockup of an updated signage. We applied a clearer font, hierarchy layout, as well as directional symbols. We intend to show the before (old signage) and after (updated with graphic design principles) to test with users and get feedback on which they prefer.



USER FEEDBACK
The people we talked to really liked the improved design in general. The feedback we got from different users included: it grabbed attention and seemed easier to use, that it was  "much clearer". One person said that it was still confusing (did not give context to the buiding) , and another liked the use of the arrows.


1. A cohesive, interconnected signage system
We decided to test this concept by creating two mockup labelling system to try out: Colour and Letters. For each labelling method, we created a map, faculty sign and room signs. We then stuck the signs in the environment around us, and used the maps to test the navigation and sign identification experience.


USER FEEDBACK
From our trial within group members, we found out that both labelling systems were effective and easy to use (especially the colour), and made buildings easy to identify. We also agreed that a combination of the two styles would be even better. The people we talked to also agreed, and said that both the lettering and numbering were easy to understand and follow.

Final Concept


In this phase, we went through yet another cycle of divergent and convergent thinking. Generating a wide variety of ideas has allowed us to be open minded, yet selective to find the direction for our best solution. We worked through all these steps with speed: quick generation, selection and testing, which was time efficient and effective. After narrowing down from 100 to 3, we discussed in our group and came to the conclusion that we would do a combination of our last 2 ideas to create an impactful design solution.


CONCEPT
Creating a cohesive interconnected labelling system and employing effective graphic design principles on signage.


JUMP:
TO TOP
1 - DISCOVERY PHASE

2 - DEFINE PHASE

3- DEVELOP PHASE