Geekout Design Research - PowerPoint PPT Presentation

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Geekout Design Research

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  1. Geekout Design Research

  2. Leveling Up Case Studies • Interest group studies • Professional wrestling • 1 Direction fan fiction • Starcraft II • Little Big Planet 2 level design • Ravelry • Fashion • 3 Design studio studies • Valve • Blizzard • Media Molecule

  3. Key Findings • Diverse and non-linear pathways of interest-development • On-ramps and recruitment • Detours, lane changes, branches • Leveling up and connecting out • Barriers and boundaries • Tension between youth/adult valuing of many interests • Lack of on-ramps to online groups for non-dominant youth interests • Features of high-functioning connected learning environments • Peer feedback, help, mentoring • Quality control, roles, and reputation systems • Shared purpose and activities: competitions, projects, mobilizations

  4. Gap Analysis • Young people lack visibility into interest areas outside of their existing comfort zone • Teaching and helping are not incentivized and validated in most interest groups • Difficult to reach out to mentors and experts in areas of interest • Lack of connections between youth interest groups and adult/institutional recognition • Commercial online learning/matchmaking platforms don’t serve minors

  5. Design Research Goals • Democratize, incentivize, and recognize amateur teaching, helping, feedback • Support matchmaking between learners and teachers/experts • Build recognition and activity systems that connect interest to opportunity

  6. Phase 1: TeachMeStuff

  7. Phase 2: HOMAGO Geekouts

  8. Phase 3: Building Partnerships

  9. Phase 3: Building Partnerships