BIG HELPER
DESIGN RESEARCH
MDes · DAAP · UC
with Domogoj Bui, JinFan He
and Shima Daiani
BIG HELPER is a collaborative design research project with CCBP (Cincinnati Cohort Biomarker Program). The project's goal is to assist in identifying research participants' touchpoints and painpoints throughout the journey and to provide more engaging incentive options.
- - -
SECONDARY RESEARCH
We start the project by looking into articles about biomarkers and dementia patients. We also look into the social media of the caregiver. We summarize our findings into categories and collect initial research questions/topics that we want to dive deeper into.
- - -
PRIMARY RESEARCH
We then conduct observational research on the researcher and patient at work. A member of our team interviews the researcher to gain insight. During this time, we discovered that engaging and maintaining contact with patients is difficult. We also discovered that, while monetary incentives are appreciated, most participants felt that the ability to participate in research for future generations is more rewarding.
- - -
KEY FINDINGS AND PAIN POINTS
From primary and secondary research, we summarize insights and created key findings and paint points.
- - -
- - -
CONCEPT IDEATION
From primary and secondary research, we identified various opportunities for further development.
- - -
BIG GAME
A Roleplay Co-creation Game
After initial research, we conduct a co-creation session with the researcher. We design a role-playing card game called BIG (Biomarkers Ideation Game). The game is played by researchers and designers. A total of 34 ideas are generated and evaluated through voting system.
A player received a patient background, a caregiver background, a scenario, and an ideation card each round lasts 10 min. to write the ideas, and then
everyone votes for the best one.
why it was successful: fun and enjoyable to players from CCBP, many ideas generated (32), some good ideas for all of the stakeholders, voting was a success to identify better ideas validate ourselves.
why it wasn’t successful: we planned to have more players and ideas, and for it to be played by our classmates as well.
- - -
Feasibility Mapping
We then map ideas from the co-creation game into a feasibility map. Here we evaluate the bestpossible solution for the final concept.
- - -
BIIG BUTTON AND OVERLAY
PROTOTYPE
We considered all concepts during our research and determined that a physical incentive is preferable to a monetary one. We created the BIG button as an incentive for participants. The button functions as a simple input button with overlay software that allows patients to navigate the digital platform more comfortably
- - -