Define Your Audience
What is this design method?
In every design project it is important to understand who you’re designing for. If your project may not give you enough time to delve into full user-research then this is a great method to consider the broad spectrum of people who will be touched by your solution.
How to define your audience?
The key to this method is thinking broadly about all the users and those affected by your solution. This may include service companies, NGO’s, other businesses or competitors.
Who would use this, when would you use it and how long will it take?
An individual or team would use this methods at the start of a design project in the Inspiration phase in order to start your research and design stages by asking the right questions. This method takes between 30 and 60 minutes depending on how deep the discussion is. This is simple method with post-its, paper and pens the only tools needed.
How to run this design method?
1: With your team, write down the people or groups that are directly involved in or reached by your challenge. Really think about everyone who may directly use your game. What demographic, age, or gender? Are you making a game for children? An app for farmers? Write all the groups down on Post-its and put them on a wall so you can visualise your audience.
2: Now add people or groups who are peripherally relevant, or are associated with your direct audience.
3: Think about the connections these people have with your topic. Who are the fans? Who are the skeptics? Who do you need the most on your side? Add them to the wall.
4: Now arrange these Post-its into a map of the people involved in your challenge. Save it and refer to it as you move through your challenge. Use these Post-its to refer back to in order to validate your design decisions.
Create a Project Plan
What is this design method?
Starting a design project can be daunting and creating a plan will allow you to think through all the logistics of your project in order to plan ahead. Reflect on your timeline, the space you’ll work in, your staff, your budget, what skills you’ll need, trips you’ll take, and what you’ll likely need to produce. Getting a good handle on all of this information can keep you on track.
Why create a project plan?
Understanding your project, what you need to produce and the tools or skills you will need allows you to better plan how to get to a final product and overcome challenges. Seeing that you will need to learn a certain skill early on will allow you to plan this into your project and overcome challenges easier.
Who would use this, when would you use it and how long will it take?
An individual or design team would use this method during the inspiration phase. This method takes between 60-90 minutes and is of moderate difficulty due to the deep understanding of how projects work, what challenges you come across and how to overcome these. This prediction is difficult but necessary. A printed calendar, paper, pens and post-its are needed.
How to run this design method?
1: A good place to start is with a calendar. Print out or make a large one and put it up in your workspace. Now mark key dates. They could be deadlines, important meetings, travel dates, or times when your team members are unavailable.
2: Now that you’ve got a sense of your timeline, look at your skills (individual or combined). Do you have everything that you need? If you foresee challenges, how can you get around them? What areas do you need to improve or learn?
3: You’ll need to become knowledgeable on your topic before you head into the field. Who should you talk to now? What will you need to read to be up to speed?
4: Answer questions like: When should my I or team head into the field? Will my team make one visit or two? Plan for all of this. Will we need to physically make something? How much time, money, and manpower will we need to produce it?
5: Your project plan will change as things evolve, and that’s perfectly OK. You can always amend things as you go but make sure that you’re really thinking through your project before you start.
