User Experience Category Entries

Chibitronics

Company Chibitronics

Introduction Date November 15, 2017

Project Website http://chibitronics.com/lovetocode

Why is this project worthy of an award?

Chibitronics is a series of toolkits that blend art, crafts and storytelling with circuit-building and programming. At the heart of our work is making possible for anyone to design and create personally meaningful and expressive technologies. Our main products include: Circuit stickers are peel-and-stick electronic modules that feel like stickers but are actually functioning electronics components: LEDs, sensors, programmable microcontrollers. Just stick them down to conductive tape or paint to build circuits. By turning electronics into stickers, tape and paper, we use materials that learners are already comfortable working with as an on-ramp to the less familiar world of electronics and programming. The thinness, lightness and flexibility of these circuit stickers also enable designers to embed technology in places that traditional bulky electronics modules cannot go, opening new spaces for technological innovation. The Circuit Sticker Sketchbook is a "coloring book for circuits" in which readers craft functioning LED circuitry right onto the page and learn basic circuit concepts. Every circuit-building activity is coupled with a creative provocation for readers to draw or decorate the lighted page, creating a personalized scene or tell a story. Informed by dozens of workshops with educators, designers and artists, this book is created to challenge learners not only to understand *how* to build technology, but also explore *why* so that they learn to make believe as they make. Love to Code, our newest project launched in November of 2017, is an electronics and programming toolkit built into an interactive storybook. Readers craft functional circuitry onto its pages and program them with a programmable clip. Our story is about Fern the frog and her journey to learn electronics with the help of friends. As Fern learns to build circuits and write code, so do our readers. Programming is done through an open website interface and code is uploaded through songs, so any device that can play songs, such as a smartphone or even MP3 player, can program the clip. We provide more on this project in the additional information section. Chibitronics is part of Jie Qi’s PhD research at the MIT Media Lab where she researched novel approaches to STEM education that blend interactive arts, materiality and storytelling. She has spent the last decade researching and inventing tools, given birth to the practice of paper circuitry as a popular learning and making medium, and used this experience to design and distribute her own hardware toolkits through Chibitronics. Since first launching in 2014, our products have not only reached tens of thousands of users around the world and on 6 continents, but they have also seeded new and more diverse communities of technology designers and makers—not just engineers, and educators but also artists, crafters and designers. The social impact of Chibitronics is documented in Jie’s PhD dissertation: Video presentation: https://www.youtube.com/watch?v=Zhvtm3z7cP4 Dissertation document: https://dspace.mit.edu/handle/1721.1/109617 All of our work is open source and license under creative commons. You can find our work on github: https://github.com/chibitronics and PDFs of our books on https://chibitronics.com/how-to-page/

What else would you like to share about your design? Why is it unique and innovative?

Love to code is an electronics and programming toolkit built into an interactive storybook. With this book, we aim to create a gentle introduction to circuit building and programming by using hands-on craft activities and funny characters. Our story is about a frog named Fern and her journey to learn electronics with the help of her friends. As Fern learns to build circuits and write code, so do our readers. Our goal is to empower people to use circuits and programming as a whole new set of tools for turning what is in their imaginations into something real, something that can be shared. What’s unique about this book is that readers build functioning circuitry right onto its pages, program them to light up, and use these circuits to tell their own stories. Imagine a coloring book for circuits that blends the expressive properties of paper with the interactive possibilities of programming. Along with the book is a kit of electronic craft materials like LED stickers, conductive copper tape, and a programmable clip. The book has an embedded battery pack that supplies power to the pages of circuitry. Together it’s a basic electronics workbench contained in friendly, portable storybook. With the goal to make hardware programming more accessible, we designed our microcontroller to use sound rather than USB or Bluetooth to transmit code. This means that unlike other microcontrollers, we do not need access to full-size computers or higher-end hardware to program our devices. Instead, learners can use more affordable devices with audio capability like phones and simple tablets—even a record player will do the trick! To code, there is no need for downloading or installing any software. Instead, we wrote a custom programming interface where learners open a web browser and go to ltc.chibitronics.com for our text-based editor or makecode.chibitronics.com for our visual block-based editor. The text editor is compatible with the Arduino programming language and also runs our simplified Chibiscript. The visual editor called Microsoft Makecode is a Scratch-based block programming language that can switch to javascript and features a simulation of the microcontroller code so that learners can preview their code before uploading. We also designed our hardware with learners in mind. Our programmable microcontroller, the Chibi Chip has indicator LEDs on each pin so that learners can see what their code is doing without having to build a circuit first. Unlike traditional microcontrollers, the Chibi Chip comes as a clip so that it can easily be removed without harming the circuit and reused on new circuits, encouraging users to iterate and share their code while also keeping materials affordable. Our book Love to Code Volume 1 is made freely available via a Creative Commons BY-SA 4.0 International license. Everyone is invited to download, translate, remix and print copies of the book through this link: https://get.chibitronics.com/ltc-vol1.pdf

Who worked on the project?

Jie Qi, Andrew "bunnie" Huang, Patricia Ng, Sean Cross, K-Fai Steele, Natalie Freed, Shi Cheng Lim, Pauline Lim, Pauline Ng

View the project video: https://youtu.be/gk3pXWG6AmQ


Client Experience Refresh

Company Northwestern Mutual/Learnvest

Introduction Date February 20, 2018

Project Website http://Northwesternmutual.com

Why is this project worthy of an award?

to come

What else would you like to share about your design? Why is it unique and innovative?

to come

Who worked on the project?

Megan Man, Group Creative Director Lesley Fleishman, Group Experience Director; Joe Farrell, Group Copy Director; Chris Mickschl, Associate Creative Director; Jiaxin Feng, User Experience Lead.

View the project video:


Codecademy Pro

Company Codecademy

Introduction Date August 3, 2017

Project Website http://pro.codecademy.com/upgrades/

Why is this project worthy of an award?

In a world where nearly half of all jobs that pay $57,000 or more per year require coding skills, it’s more important than ever to make it easy and affordable to learn these skills. Traditionally, this has required choosing between self-directed learning, where you may not have the support and mentorship you need to stay motivated and decipher tough concepts, or paying tens of thousands of dollars to attend classes or bootcamps that can be difficult to attend while maintaining a full-time job. That’s why, in August of last year, Codecademy launched Codecademy Pro, which provides the best of both worlds. The courses provide learners the flexibility of Codecademy’s online platform, which was created to help people learn to code at their own pace and skill level anywhere in the world, with added support to accelerate and deepen learning. Codecademy Pro learners receive the hands-on experience of building real projects using the same tools and workflows as professional developers, and can tailor the level of hands-on support they need. For example, students can opt to participate in Intensives to study with a cohort of other learners in the program, while still having the flexibility to work around their individual schedules. Their projects are reviewed by professionals, and they have access to additional projects and quizzes that build confidence. By the end of the program, learners come away with portfolio-ready projects that demonstrate they have the skills to advance their career. Each aspect of Codecademy Pro’s offerings was created based on 18 months of testing and subsequent proof that this results-based, engaging approach will get learners the results they want. 93% of all early Codecademy Pro Intensive graduates report the course helped with their careers. In a survey last month, 30% of Codecademy users spanning across a diverse set of job functions including marketing, design, business development and entrepreneurship said the skills they learned helped them get a raise. The Codecademy learning experience is engaging and interactive, allowing learners to acquire new skills faster with a learn-by-doing approach. The platform’s flexibility and accessibility was developed specifically so users don’t have to quit their job to continue a lifelong education – anyone could learn these skills in their spare time. Inclusion-focused, Codecademy aims to provide free and fairly priced options to anyone who wants to learn to code.

What else would you like to share about your design? Why is it unique and innovative?

Codecademy Pro was designed to give learners guided learning paths for specific career outcomes. Instead of simply teaching different coding languages, Codecademy wanted to offer its learners a program that would simulate real-world applications and demonstrate value to people’s careers immediately. For example, learners will take a Codecademy Pro Intensive knowing that by the end they will learn to build a website from scratch, build back-end APIs or acquire data analysis skills. Additionally, Codecademy created these courses for the wide range of careers that are being transformed by technology, from marketing to design to business functions. Technical skills are becoming increasingly necessary for every job, not just for those who want to become professional programmers, and Codecademy wants to make it easy and approachable for anyone to learn. Codecademy makes coding accessible to more people than any other organization, with nearly half of its learners coming from outside the U.S. By allowing anyone with an internet connection to learn to code for free or at a low cost, Codecademy lowers the barrier to entry for many groups to learn technical skills. For example, 35% of Codecademy Pro Intensive users are women, which is nearly double the percentage of women earning computer science degrees in nation. Traditional coding education through college courses or boot camps cost tens of thousands of dollars and require learners to dedicate themselves to learning full-time (i.e. quit their job), whereas a Codecademy Pro Intensive is only $199 for an 8-10 week course that is flexible around user schedules, so you can learn in your spare time. This suite of products has proved itself as the first truly scalable way to teach millions of people coding skills for their career.

Who worked on the project?

The entire Codecademy team helped lead this effort.


Collective Health's Open Enrollment Experience

Why is this project worthy of an award?

In the U.S., a confounding juxtaposition exists in one of our most basic needs—healthcare. Everyone needs the healthcare system at some stage, but very few understand how to navigate it. This quandary becomes especially acute during Open Enrollment, when Americans make one of their most important decisions when it comes to healthcare AND their finances—choosing their health insurance plan for the upcoming year. The decisions people make that one day of the year stay with them for the next 364, and it is their entry point to how they interface with their health coverage. Inevitably, people wait until the last minute and make a rushed decision; a study found that 26% of millenials would rather clean a toilet than research health benefits. Then, they pick a plan that’s wrong for them—according to the Center for Medicare and Medicaid Services, up to 85% of Americans choose the wrong health plan—which often ends up being needlessly expensive. In fact, economists recently found people could have saved almost 50% on healthcare costs if they just chose a different plan. At Collective Health—a company that works directly with employers, who cover 50% of Americans, to run their own health insurance—we recognized that Open Enrollment couldn’t continue to be a groan-inducing day that came every Fall. Rather, it had to be the first moment people realize they can actually love (yes, we said love) their health benefits, and set the tone for interfacing with their health coverage in a new way. As part of our mission to fundamentally change how everyday people navigate, understand and pay for their healthcare, we’ve changed Open Enrollment from a moment of avoidance, frustration, and dis-empowerment to a confidence-inducing, fun (yes, we said fun) experience. We did it by taking a fundamentally different approach—one rooted in trust that puts design and the user experience at its core. Instead of treating it like a mandatory touchpoint, we decided to approach Open Enrollment like a product launch and built an end-to-end experience that feels like an exclusive invitation to a valuable membership. We built the process from the ground up, designing a configurable, multi-touch launch campaign that includes digital tools, in-office branding, print collateral, novel outreach & events, and human support. The guiding principle is maintaining a consistent, powerful experience through each of these touchpoints—one that’s defined by easy-to-understand information on health benefits options, sets expectations for finally getting the healthcare experience you deserve, and engenders trust in Collective Health. The results? - 70% of households enroll in the digital tools we drive them to. - There is a 60% reduction in employee inquiries to HR around health benefits. - We’ve had people get so excited about receiving their health insurance cards (!), they post pictures to social media. -Our members give us an NPS score of 70+, higher than companies like Netflix and Apple. Finally, health benefits, with benefits.

What else would you like to share about your design? Why is it unique and innovative?

“You never get a second chance to make a first impression.” Or, the platitude healthcare forgot. To move Open Enrollment from a chore—think of those anxiety-inducing emails saying a choice needs to be made by 11/1 to have insurance—to a perk, we designed a three-phase campaign. Phase 1: Generate Awareness—“We’re new, we’re different, and we’ve got your back.” Before people can love Collective Health, they need to know we’re here to give them a fundamentally new healthcare experience. Because people get Collective Health through their employers (i.e. we’re chosen by their company—their employees choose us as a health plan to become members), we need to get their attention, the right way. First, the member receives a Collective Health-branded email via HR. The email contains: - An overview of who we are, how we will help them, and what to expect - A video (https://vimeo.com/234056590/f7fd9b8c2a ) introducing Collective Health Then, we drum up anticipation for Open Enrollment by taking a cue from the best consumer campaigns. We populate the office with eye-catching visuals that our members can’t avoid, and won’t forget. Branded materials include: - Posters - Fridge magnets - Bathroom mirror clings - Table tents - Digital screens - Stand-Up banners - Postcards left on employee’s desks No matter where someone goes, they know Open Enrollment is coming, and it’s going to be different. Phase 2: Learn & Decide—“We made it easy to understand, so choose confidently.” Novel concept—before you choose a health plan, you should probably understand it. We give our members plenty of time to research their options, and make those choices easy-to-understand by writing our materials at a third-grade reading level (check out how we make “in-network out-of-pocket maximum” understandable). Before selecting a health plan, members benefit from: - A physical packet that outlines all of their options - A webinar explaining Collective Health - An on-site event that includes: -- A presentation from our team -- Branded coffee carts, gelato and juice stations - Access to an Open Enrollment portal that outlines all of their options, and let’s them quickly enroll in their plan of choice (sample: https://join.demo.collectivehealth.com/acmeco?planYear=2018) When we designed the experience, we wanted to be sure that: - We created a system to appeal to our diverse workforce audience—e.g. executives, engineers, designers, traveling salesforces, manufacturing workers, drivers, and more. - Our members’ dependents, who will also be on their health plans, could understand the options and be part of the decision. Why? Often times, the employee isn’t the household healthcare decision maker. Phase 3: Welcome!—“We’re your ‘genius bar’ for health benefits.” When members’ new health plan is about to begin, we remind them of their premium membership with a “first-class” kit that shows we’re here for them, all year long. They receive: - A mailed welcome kit with their insurance cards, contact info, and branded band-aids - An email inviting them to register for our web portal and download our mobile app Our goal? Getting members enrolled in tools that will help them manage and intelligently engage in healthcare all year round.

Who worked on the project?

Sarahjane Sacchetti, Senior Vice President of Marketing Susan Dybbs, Vice President of Design Abdul Wahid Ovaice, Creative Director Avery Kim, Lead Designer Olivia Paden, Packaging Designer Mercedes Coats, Video Producer Jessica Duong, Video Art Director Jasmin Kohl, Web Portal Designer Casey Kawahara, Web Portal Designer Heather Grates, Web Portal Designer Melody Burdette, Lead Copywriter


CollectiveVR

Company HGA

Introduction Date January 2, 2017

Project Website http://www.hga.com

Why is this project worthy of an award?

It is no small thing to leave a mark on our fast-changing, complex world. As architects, we design for people in one of the most permanent design fields. This lasting impact makes inclusive design our foremost value and responsibility. To do this, we need to develop a deep awareness of the social, cultural and environmental needs of the people we serve. Our goal is to transform the design process through empathy, by pioneering new methods of understanding. The proliferation of the digital tool set has given us the ability to transcend traditional architectural practice for the first time in generations. Leveraging our multidisciplinary studio, we are advancing virtual reality to better understand the people who inhabit our buildings by simulating experiences related to vision, mobility and communication. We can’t expect to truly comprehend an individual’s contextual and cumulative experiences, but if we are able to tap into others’ abilities and sensorial comprehension, our designs can be more sensitive to the broader community and cause fewer impediments in the built environment. CollectiveVR is our approach to transform the architectural creative process through diverse understandings. By merging the immersive nature of virtual reality with the ability to modify our experiential abilities, we hope to embrace the extraordinary collective of our unique human perspectives. Through the creation and application of experience modifiers hosted in a virtual reality toolset, we gain insights and means to communicate in a more profound manner. CollectiveVR encourages us to explore the many ways in which people might experience the spaces we design, creating a new framework for our design processes. Our responsibility as architects is both inspiring and humbling: to create a positive, lasting impact through design. CollectiveVR elevates our ability to iterate, understand and communicate ideas through a widened frame of reference. By enabling architects to understand through experience, it creates a common ground for us to learn from one another. CollectiveVR is not a shortcut to empathy, but by tapping into different perspectives, we broaden our understanding of others.

What else would you like to share about your design? Why is it unique and innovative?

Research of the populations that occupy space is a cornerstone of CollectiveVR and has led to profound personal experiences and insightful collective studies. The first perspectives of the CollectiveVR platform were initiated by a study of the aging population. In the next decade, one quarter of the United States population will be over 65 years of age; a demographic that is often afflicted with a variety of acute and chronic conditions. Cataracts, Glaucoma and Age Related Macular Degeneration are the most common vision impairments experienced by this demographic. Using a virtual reality headset, we developed proprietary software to create experience modifiers around these three eye conditions. We then paired these experience modifiers with a simulation body suit to explore the unbuilt. Today the platform is occupied by an increasing collection of perspectives related to movement, communication and vision. As we continue to research and gain insight into diverse ways that our designs are experienced, we can add, change and modify the modules that occupy the CollectiveVR platform. It is easily customized to specific projects, designers and creative processes, allowing for diverse possibilities in its use and integration. The design of CollectiveVR is centered on a simple user interface, hosted within a virtual wrist watch that feels both familiar and accessible. Any experience modifier or tool is a maximum of three clicks, gazes or voice cues away from the home interface, creating a clear user experience that does not impede on the sense of immersion. Through the CollectiveVR operating system, we can document and analyze our interactions – both with each other and with the proposed architecture. On this foundation of fresh understanding, with quantitative and qualitative insights, we can collaborate, design and innovate for enduring impact in a way never before possible.

Who worked on the project?

Jonathan Bartling (Principal), Adam Barnstorff, Anupam Das, Rich Firkins, Nicolas Ramirez, Lene-Mari Sollie, Ryan Spiering, Jared Widner