Challenge & Process
The project was pitched by LixQ,  a company working to improve the way students read their study material. Our challenge was to investigate and identify issues that students face and create a solution that will address those problems and at the same time support the LixQ's business objectives. 

To get an initial understanding of the problem space, we conducted observations, Time Machine exercise, and SWAP. We started with an observation sprint, which focuses on documenting study artefacts and behaviour of BAAA students. The Time Machine serves to provide a contextual map to inform the initial phase of a research project (Pinheiro, 2014). Based on the findings in these initial activities along with our own immediate ideas, we used the SWAP exercise to generate a series of co-created proposals, which could solve the challenge at hand. The SWAP is a powerful tool to collaboratively brainstorm ideas and solutions for a given problem (Pinheiro, 2014).


Research & Analysis
In the research phase, we worked with generative design research, which is a powerful method for uncovering insights about people's aspirations and dreams for their future. 
We asked the interview participants  to do a photo diary before the interview, so that it would be part of our toolkit we used to get a more explicit and observable data collection. 
The toolkit consisted of a backdrop with different layers of knowledge, post-it-notes with emojis, pens and paper for the participant to write down idea. 
The method was very useful for us to get a more deeper understanding of the user and we were able to access a more latent level of knowledge about motivation, goals and attitudes of the participants. 
Concept development & process 
From the interviews, we made transcripts and selected particular quotes to be analysed. Using Young’s (2008) Mental Models, we patterned the quotes into mental spaces and mental models
From the patterns, two unique heroes emerge, who represented extreme user behaviour (Pinheiro, 2014). 
The two heroes have different aims to achieve and progresses to go through. After having outlined these main heroes, our challenge was to connect their needs and jobs to be done with the “study mindset” that we previously analysed to be important
Prototype of mobile application
From the main page, users can start a quick game or choose by just read chapters and all of the books from their program. 
While Playing the Memory Cards users can switch cards to see the keyword and an answer. After the First try, they are provided with the scale to give feedback on their answer.
It is used later on to inform the user, what is their knowledge from each chapter. 
When the user is done with the game assigned to the chapter they can decide to play it again, or just the parts they struggled with. 

In the end, they get a chance to rank the game - that validates the content created by the students. If the user thinks that the content is incorrect they can also report it to Lix, for further verification. 
Prototype of desktop application
The games are set up by the students for students on their desktop version of Lix.
They can choose from ABC quiz, Charades, and Memory Cards.
Back to Top