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PARK GAMES IN NYC

Exploring a sense of community through traditional games in NYC

CHALLENGE
CONCEPT

WHEN

2019

DURATION

4 months

ROLE

Design Researcher

Communication Design

Systems Thinking

TEAM

Mahima Jaju

Stella Liechty

Zhiqiang Li Andy

Annan Yang

MENTOR

LOCATION

New York

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PERSONAL CONTRIBUTIONS

  • Conducted Design Research with the team of four

  • Attended community game gathering and build relationships

  • Emerged to take the role of amplifier in the group to keep everyone feel included

  • Developed research probes and prototypes

BACKGROUND

This project was a final assignment for a class called Disruptive Design conducted by Siri Betts-Sonstegard at MFA Design for Social Innovation at SVA. In this course, we explored how to engage constituents in the user-centered approach to problem understanding and research opportunities for design interventions through prototyping. 

Early in fall 2019, my teammates and I moved to New York City from different countries. We were new to each other and the city. While on our field research near a park in New York City we found groups of people gathered and having fun. Looking closer we found that they were playing some game. We also wanted to play and be included and but their were barriers like language and age gap. We realised that even though New York is so richly diverse there is a bigger social divide. We started our journey to improve the experience of new people learning to play old traditional games. 

RESEARCH

To better understand the challenge and the bigger system, we researched and narrowed down to 5 parks in Manhattan. We started data gathering through AIEOU research method with our focus on: Where are people playing? How are they connecting? Why specific parks and not others? In addition to that we observed interactions within the parks, we also conducted participatory design to understand user's perspective to better understand what drives them to play. We also attended board game meet ups to learn about the different dynamics of play which is bridging the gap of cross-cultural human connection in the city. 

As a group we used variety of research methodologies and analytical tools to understand this gap and after 66+ hours of fieldwork with 31 games played and having 111 interactions we ideated and with synthesis found some design opportunities which can be developed at systems level to bridge this gap and create inclusive human connection through learning traditional games.

In this project, we were interested in understanding how New Yorkers are finding new places to develop a sense of belonging and cross-cultural human connection. 

THE PROCESS

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66+

Hours fieldwork

research

70+

Interactions

30

Games Played

Introduction to research methods

Observation & Interviews

Synthesis & Prototyping

3 Weeks #1-3

7 Weeks #4-10

4 Weeks #11-15

OPPORTUNITY

How might we create more inclusive community through learning traditional games?

RESEARCH INSIGHTS

  1. Different age groups play and learn together. Age is not a barrier. People are learning games from those across different age groups.

  2. To be a part of a community is the key motivator to learn new games.

  3. Language is not a strict barrier to learning new games. 

  4. An organised set-up dedicated to games motivates people to learn and play, irrespective of prior knowledge.

  5. Consistent messaging & branding of the event builds trust and credibility.

  6. Constraints like fixed time and space create excitement for people to join and plan in advance

IDEATION & PROTOTYPING

Based on the research findings, we looked at product, service and system opportunities to increase access of information to create more inclusivity and sense of belonging in the community.

  1. The first prototype aimed at increasing accessibility to information to play. Creating a multi-lingual app which has information about the games happening around their neighbourhood. This can also have a chat option to connect with others to learn in person. We created a poster alongwith a QR code for those interested to know more about the app. 

  2. The second prototype was to Create a game festival in central park as it has already existing organisational management in place to conduct a huge scale event

  3. Learn from the experts events at parks can be conducted to train who are interested in learning games.

  4. Creating an impromptu poster play which can be placed at locations like subway or dog parks where people are having some free time. This can create small wins and increase participation and interaction.

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TESTING & SYNTHESIS

In order to test our ideas, we made small mockups of our ideas as they are more at a systems and product level. We engaged with our users with our prototypes to test which by themselves works better.
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After user-testing, we found out,

  • People are eager to learn when they see other people learning. An environment that encourages learning and involves more people is more welcoming.

  • Pre-planned events, especially those backed by organisations, attract players. 

  • Users from different city were interested in learning more about the mobile app and also clicked on our QR Code to find more. We got around 20 clicks on the page. 

  • Play is voluntary and can not be forced. If a person has come outdoors to sit idle and bask in the sun, they will do that and not indulge in play. Users instead used our posters as surfaces to sit and keep their things on.

EXPLORED

LEARNINGS

  • Look at the small wins

  • Engage –allow people to ask questions or ask your audience questions

  • You don’t have to get it right, the point is to get it out

  • Understand the target user beyond what they say or do. Emotions, values and beliefs impact how a person approaches a product or service. 

  • Abductive Reasoning

  • Data Synthesis

  • Critical thinking

  • Sense-making

  • Research Methodology

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