Blogpost #4 Survey insights, Personas, Ideation
Survey Insights & Ideation
Discuss and analyze your findings from the individual interviews- Summarize your ideas and select a concrete direction for your project.
We have made short presentation to summarize our findings in Interviews. Please click the following link view or download PDF file containing our presentation
What problems do you want to solve and what information do you have so far?
We are trying to solve the following problem statement:
“How a holistic self- reflection VR app can mentor and support employees to learn and improve soft skills and assist them to self-reflect holistically?”
This problem statement arose from our ideation brainstorming session and data collected in user studies. Currently, we have collected all the necessary information through online surveys and semi-structured interviews to move towards the ideation of the concept.
What methods have you used and what information you have obtained.
For our preliminary user study, we designed an online google survey to understand our users and gain insights concerning self-reflection habits, tools, work-life balance, soft skills as well as their perceptions and concerns towards AI and VR and feasibility of a holistic self-reflection tool in VR assisted by a conversational agent. We gathered 14 responses.
We analyzed and synthesized the data collected from the online google survey in an affinity diagram. Afterward, we brainstormed and voted to select themes:
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Spheres self-reflection: career, work and self;
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Self-reflection in VR with AI:
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context at home
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concerns about privacy and data breach;
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AI mentoring;
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Skills:
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soft skills such as communication;
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hard skills.
Our brainstorming session continued with “how might questions". We selected the question stated above as our final problem statement:
“How a holistic self- reflection VR app can mentor and support employees to learn and improve soft skills and assist them to self-reflect holistically?”
Through our user study, we discovered we have two types of users those that self-reflect to recover from errors and those that practice self-reflection to prevent errors nevertheless, they both need guidance in self-reflection especially to engage in daily self-reflection and, support to learn soft skills at work. We carried out this study as we needed to further understand more specific areas such as soft skills users need to learn, how do they learn those and gain insights about features, the context of use for the application in VR as well as, the ideal scenario of the VR holistic self-reflection tool. Finally, through the semi-structured interviews, we wanted to discover what perception the users have about AI as a “mentor”.
· How did your interviews go in general?
Overall, the interviews went rather well. We carry out three semi-structured interviews. The first interview was a pilot interview that served to give us an understanding of how well formulated our questions were, what needed to be modified as well as, the length of the interview. The other two interviews were carried out following the structured the team modified after the pilot interview.
· What was the hardest and easiest for your group?
The hardest part of our project was finding the proper user group. Being a school project and having to deal with a global sample that belongs to generation Z, in their 30´s and currently working, has been rather challenging. Besides, has been challenging to gain detailed insights into the user needs.
· What stood out about the experience?
How people self-reflect and their different approaches towards self-reflection as well for what purposed it is used.
· What surprised you in what you heard or noticed?
It was surprising to see people self-reflecting on their hobbies.
What are the most important findings and how they might affect your design?
The main insights are that users tend to self-reflect to recover or/and prevent mistakes as well, users prefer to speak with someone when reflecting this might represented by friends, a coach, or someone external and that some users are rather methodical about their self-reflection habits while others are not.
What should you include in your product to cover basic user needs?
Basic user needs are good user experience so that users come back to use the product, user freedom, and good usability especially because we are designing for VR. Users want to use the product at home and they wish for a smooth set up and easy to use as well as intuitive UI and first steps of the product in terms of technical procedures when setting up VR. Furthermore, it should be immersive and include some features related to gamification.
What problems do you want to solve and what information do you have so far?
We are trying to solve the following problem statement:
“How a holistic self- reflection VR app can mentor and support employees to learn and improve soft skills and assist them to self-reflect holistically?”
This problem statement arose from our ideation brainstorming session and data collected in user studies. Currently, we have collected all the necessary information through online surveys and semi-structured interviews to move towards the ideation of the concept.
What methods have you used and what information you have obtained.
For our preliminary user study, we designed an online google survey to understand our users and gain insights concerning self-reflection habits, tools, work-life balance, soft skills as well as their perceptions and concerns towards AI and VR and feasibility of a holistic self-reflection tool in VR assisted by a conversational agent. We gathered 14 responses.
We analyzed and synthesized the data collected from the online google survey in an affinity diagram. Afterward, we brainstormed and voted to select themes:
- Spheres self-reflection: career, work and self;
- Self-reflection in VR with AI:
- context at home
- concerns about privacy and data breach;
- AI mentoring;
- Skills:
- soft skills such as communication;
- hard skills.
Our brainstorming session continued with “how might questions". We selected the question stated above as our final problem statement:
“How a holistic self- reflection VR app can mentor and support employees to learn and improve soft skills and assist them to self-reflect holistically?”
Through our user study, we discovered we have two types of users those that self-reflect to recover from errors and those that practice self-reflection to prevent errors nevertheless, they both need guidance in self-reflection especially to engage in daily self-reflection and, support to learn soft skills at work. We carried out this study as we needed to further understand more specific areas such as soft skills users need to learn, how do they learn those and gain insights about features, the context of use for the application in VR as well as, the ideal scenario of the VR holistic self-reflection tool. Finally, through the semi-structured interviews, we wanted to discover what perception the users have about AI as a “mentor”.
· How did your interviews go in general?
Overall, the interviews went rather well. We carry out three semi-structured interviews. The first interview was a pilot interview that served to give us an understanding of how well formulated our questions were, what needed to be modified as well as, the length of the interview. The other two interviews were carried out following the structured the team modified after the pilot interview.
· What was the hardest and easiest for your group?
The hardest part of our project was finding the proper user group. Being a school project and having to deal with a global sample that belongs to generation Z, in their 30´s and currently working, has been rather challenging. Besides, has been challenging to gain detailed insights into the user needs.
· What stood out about the experience?
How people self-reflect and their different approaches towards self-reflection as well for what purposed it is used.
· What surprised you in what you heard or noticed?
It was surprising to see people self-reflecting on their hobbies.
What are the most important findings and how they might affect your design?
The main insights are that users tend to self-reflect to recover or/and prevent mistakes as well, users prefer to speak with someone when reflecting this might represented by friends, a coach, or someone external and that some users are rather methodical about their self-reflection habits while others are not.
What should you include in your product to cover basic user needs?
Basic user needs are good user experience so that users come back to use the product, user freedom, and good usability especially because we are designing for VR. Users want to use the product at home and they wish for a smooth set up and easy to use as well as intuitive UI and first steps of the product in terms of technical procedures when setting up VR. Furthermore, it should be immersive and include some features related to gamification.
Personas
Based on Online surveys and Interviews we made two different personas to represent our target user group. Main difference between the user personas is how they do it and why. First persona is Anna who tends to talk with people as self reflection tool and tends to self-reflect to prevent mistakes.
Other persona is Timothy who is opposite. He self-reflects to learn from mistakes and is generally more withdrawn person.
These two personas and Insights from surveys and Interview will help us design features and overall functionality and rationality of our VR app. Next step is designing features and wire framing the prototype.
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