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UX case study Design-thinking facilitation Kansas City

Youth as Experts

Co-creating innovative youth programs. We ran design-thinking workshops where the teenagers were the experts and we were the facilitators, then built the prototype their own ideas asked for.

My role
Facilitator & product lead
With
Kansas City Public Library
Year
2018
Methods
Design thinking, research, UX
A hand-built model from the workshop: a foam-board floor plan of "The Ultimate Hangout" with a game room, movie theater, snack bar, and chill-out cave modelled in clay.
Figure 01 · workshop, Kansas City Public Library

The problem

A widening gap, and no one asking the kids

Over the last sixty years, the gap in educational achievement between youth from poor families and youth from wealthy families has grown sharply, showing up in test scores, college admissions, and the opportunities a young person even hears about. The learning ecosystem outside school is fragmented, and the people it is built for are rarely in the room when it gets designed.

The guiding question

What needs to happen to increase young people's awareness of and access to learning and cultural opportunities across the Kansas City metro area?

The challenge

You cannot hand teenagers a solution

Few people like having a solution imposed on them, and teens least of all. Any project meant to engage youth has to invite the youth to say what actually matters to them. That put three hard questions in front of us before we could start.

01

How do we ask questions of youth without imposing our own bias?

02

How do we recruit young people from a community where trust of outsiders is a real barrier?

03

Will our recruits actually be able to produce the prototype we need to test?

Our process

Design thinking, done with people and not at them

We stayed grounded in human-centered design, the Stanford d.school model, and kept young people in Kansas City at the center of every step.

01Empathize

Meet youth where they are, listen before assuming.

02Discover

Surface the real barriers to access and awareness.

03Define

Frame the problem in the youths' own words.

04Ideate

Run workshops where teens generate the ideas.

05Prototype

Build what their ideas actually asked for.

06Test

Put it back in front of the youth who made it.

Who we designed with

Four teenagers, four relationships with opportunity

Our team, researchers, library staff, and summer high-school interns, built personas across the whole spectrum: from the kid who has checked out to the one already making the most of everything on offer.

DD

Disconnected Doug

15 · identifies as white

Barely aware of what is out there, and not yet looking for it.

UM

Unmotivated Malik

17 · identifies as black

Knows opportunities exist, but has no reason yet to act on them.

Ch

Connected Chloe

17 · identifies as black

Plugged in and active, and a bridge to the friends who are not.

Cl

Capitalized Clara

16 · identifies as white

Already making the most of every program she can find.

Emerald, 16, wanted a way into film and journalism. She could not find one.

Youth voice · from the interviews

The workshops · phase one

We taught design thinking with a peanut butter sandwich

Before anyone designed a program, they learned the method by building the perfect PB&J. It is disarming, it is funny, and it teaches the whole loop in twenty minutes.

The perfect PB&J challenge
1

Draw the "perfect" peanut butter and jelly sandwich, with no inspiration and no help.

2

Facilitators reveal a table full of amazing ingredients nobody knew was there.

3

Interview a partner about the new ingredients they would actually want.

4

Build sandwiches for each other, then leave feedback for the designer. Iteration encouraged.

The workshops · phase two

Then the youth designed for real

With the method in hand, teens designed the spaces and programs they actually wanted. Three of their ideas stuck.

The Ultimate Hangout

Quiet spaces and group spaces in one place, so every kind of activity has a home.

Gamer Space

"We don't just want to play games, we want to make games."

Binge Watch

A comfortable place to connect with friends while catching up on the current series.

What we heard

Thirty-two conversations, four clear patterns

32
young people interviewed
KC metro · 2018
50% male 34% female 16% genderqueer
a racially diverse sample, ages 12 to 18
Transportation

Mobility was the constant barrier. Few had a car, parents were busy, and the bus felt neither safe nor reliable to most.

Awareness

Teens were eager to chase their passions but simply did not know the opportunities that already existed.

Friends

Doing something with friends made a teen far more willing to try a new learning opportunity.

Trusted adults

Teens were most comfortable trying new things that a trusted adult had recommended to them.

Telemetry tells you where people drop. Talking to people tells you why.

The reason we did the interviews

The solution

Two products, one loop: educators publish, youth discover

The prototype split into two connected products, so the people who run programs and the young people who need them were finally on the same system.

Use the design-thinking method inside the communities actually affected.

Let the community youth voice guide and build the prototype.

Lean on behavioral-economics best practices to make good use a habit.

Make it personal: a custom profile, favorites, and points worth collecting.

Web app · for educators

Author an event once, share it everywhere

A guided authoring tool for community and traditional educators, with expert advice built in and a shared community calendar. Write an event once and publish it out to every channel the youth actually watch.

  • Guided new-event authoring
  • Expert advice, inline
  • Shared community calendar
  • Publish once to many social networks
The educator web application for authoring events and viewing the community feed.
Figure · educator web application
Phone app · for youth

Find it, get there, keep track

A phone app for young people to discover, share, and track local learning events: a social profile with community badges and a points system, personal stats, and the feature the research demanded most.

Annotated profile screen: badges, points, and rideshare balance called out around a phone mockup.
Badges, points, rideshare balance
Annotated home screen: menu, feed and map toggle, custom profile, badges, account totals, and personal interests called out around a phone mockup.
Events sorted by time
Annotated map screen: transit options and route called out around a phone mockup.
Transit options · 7.8 mi, 15 min
Annotated event screen: quick details, location, and one-tap sign up called out around a phone mockup.
One tap to sign up
Research into product

Transportation was the number-one barrier we heard. So the app carries a rideshare balance and shows transit options and distance on every event. The insight became a feature.

Taking on work

This is how I run discovery

If you have a problem where the people it is for are not yet in the room, this is the work. Tell me what you are building.

Start the conversation