So by now we have already finished our 2nd sprint and are now going head first into our 3rd sprint. Now I would like to talk about what we have been doing so far: We gained access to KLM Headquarters for 4 straight days! This was very helpful since that’s where our end user, the employees of KLM, is located. Big plans were made and the entire group was ambitious, as always.
We aimed to make the employees feel more connected to KLM, and we did that by testing ideas to see which one works the best.
This sprint, we tested 4 prototypes that were based on the idea that data can be used to make you feel more connected to the work you do at KLM. Even though the prototypes looked funny, people were very much interested in our ideas and gave us valuable feedback.
We also conducted 9 qualitative interviews with employees from KLM by using the Visual Ideation Toolkit (VIT). People were really excited and motivated to share their experiences in such a visual and interactive way.
We had been trying to get access to KLM‚Äôs HQ since the beginning of this project, and now we had it.
The whole group really liked the concept of making prototypes to facilitate a conversation or test ideas. So this sprint was a massive boost for our process and for our research.
As you might have noticed, we now have a lot of data that needs to be processed. For now we will be secluded at MediaLAB, where we will analyze all of the findings that we gained and make sense of it. So long!
After a hectic first month, our first design sprint is complete! We’ve made a lot of progress since our last update, and so here is a summary of what we got up to:
The goal of our first sprint was mainly to gather information about our problem environment.
The first part of this was to try to determine who our target audience is. Given our work assignment (the “Winning Way of Working”) and employers (an airline company), we identified a number of potential targets within KLM:
- Office workers;
- Ground crew (engineers, controllers…);
- Flight crew (pilots, attendants…).
Our other sprint goal was to find the specific problem that needed solving. Again, using what we knew of the company, we came up with a number of interpretations of the issue:
- Work style, office culture;
- Work space and environment;
- Being overworked, and a work/life imbalance;
- or a general lack of job benefits and non-monetary incentives.
In order to better find out about the problem we need to solve, we took these hypotheses and decided to put them to the test. But first, we needed a way to test them.
As part of the MediaLAB’s series of workshops, one of the first activities we conducted was to develop some methods we could use to gather data about our problem. We worked in the MakersLAB for three days to create two prototypes that could give us the results we needed:
Bad/Good, a research tool used to gather opinions on a broad range of topics relating to people’s experiences in the workplace. It assesses people’s opinions on 5 key topics, by asking them to rate them on a 5-point scale. Respondents use a length of string to choose their answers, and in this way, the tool gathers and visualises data at the same time.
Visual Ideation Toolkit (VIT), which is designed to help stimulate a discussion with respondents in order to gather detailed information about people’s experiences; while Bad/Good gathers quantitative data, VIT gathers a wealth of qualitative data. Respondents are asked to use the provided tools – pens, paper, and cardboard shapes – to tell a visual story about their work environment and their experiences within it.
In order to better understand our problem environment, we organised two pieces of field research.
First we visited the KLM offices at Schiphol Airport, and went on a tour, both of the customer-facing side (“over the wing”, as the airport staff refer to it), and of the operations behind the scenes (“under the wing”). We made a wide variety of observations relating our hypothesis that the main problem was the working environment. Although the customer-facing side of the airport was very open, with lots of natural light and space, the employee offices felt very dark and gloomy, and some areas were located underground. Despite this, we also noted high morale and a strong sense of camaraderie among the workers, and saw clear evidence of KLM’s efforts to promote a better working environment and their commitment to their employees.
One issue that was frequently mentioned by workers and also by Walter, was the lack of a feeling of connection between the workers in other locations – such as the offices in Amstelveen – with the “front of the house”, or the actual flight operations. People working in the airport itself get to experience the sight of planes taking off every day, and so can directly see how their work impacts the company, but this is not true for all.
We also visited the TonTon arcade and bar, located in Westergasfabriek, Amsterdam. We conducted research relating to gamification, creating interactive experiences and the engineering of pleasant spaces. We also visited to gain inspiration for potential ideas about creating an interactive installation or similar solution to target the issue of workers feeling disconnected from the end result of their work, as noted in the KLM tour.
We had planned to conduct interviews of KLM employees using our two prototypes. However, we had extensive difficulties sourcing participants for our interviews; we had very free contacts at KLM, and so had trouble finding employees who were able to attend our interviews.
However, we found another way; in lieu of gathering information about KLM employees specifically, we opted instead to conduct research into workers in general. We created an online survey, modelled after our Bad/Good prototype, and used our own contacts to find participants. We received 46 responses in total, and managed to gather a large amount of information about issues that people find in the workplace.
At the end of our sprint, we visited the KLM offices in Amstelveen to present our findings. Our stakeholder, Walter, was very impressed with our methods, but re-emphasised the issue of their workers not feeling engaged with the end result of their efforts.
We are all Creators.
Blog Focus:¬†This blog will follow one¬†interdisciplinary team’s creative processes, creations, and methods over a five month period. This will be done in two ways: (1) project updates and¬†(2) team member interviews.¬†For more details on what this means and when posts will be made, please see below.
(1) Project Updates: Updates about project statuses and processes will be posted here¬†as routinely as possible. These will include perspectives, methods, designs, research, and photos of the team at each stage of development: brainstorming, organizing, rapid prototyping, tinkering, testing, presenting, and more.
(2) Team Member Interviews: The sketches, featured in this post, depict¬†all¬†of the group¬†members, their team positions, and countries of origin. In order to get to know each diverse member of the team,¬†one person¬†will be featured on the blog every two weeks. These features will include at least one¬†(real) photo, an interview, and some fun facts &¬†perspectives of the team member.
The first feature will provide insight into¬†one of the team designers: Suzanne. So, tune in next¬†week to learn more!
Blog Goal: The goal of this blog is to include you; readers, creators, writers, coders, designers, researchers, artists, and what-have-you, in the team’s¬†transformative journey. The team strongly believes that design and creativity are most effective when they are shared and by sharing their works, they hope to inspire other creators to do the same.
Research and Design Methodologies: The¬†central method that this team will use is based on SCRUM. Put breifly, SCRUM is framework for organizing and communicating team projects. It is an iterative and incremental process for the design and development of products and services, and it has a very specific way of organizing a team. Tasks are achieved faster and with higher quality when¬†SCRUM is implemented (especially in comparison to the waterfall model). SCRUM promotes self-motivation in¬†team projects. This is due to the flexibilities that SCRUM allows all¬†team members, who are able to make decisions about¬†how tasks will be executed. Through SCRUM,¬†project goals (or demands) are prioritized iteratively and realized quickly. This strategy eliminates creator and company fear of failure and promotes trial and failure over ‘playing it safe.’
The flow of the design process is embedded in a sprint-based schedule. This schedule is supported by SCRUM roles, rituals, sessions and artifacts.
Throughout the process, the team will implement a variation of SCRUM, which has been adapted to include a ‘translation’ stage, a team perspective, and other always-evolving elements. At MediaLAB Amsterdam, this framework has been renamed:¬†“SCREAM!“.
The research methods of this project will be determined and implemented using the MediaLAB¬†Design Method Toolkit.
Team Project:¬†The team is¬†working with KLM to develop a¬†concept of¬†“The Winning Way of Working.” In order to do so, the team will co-create prototypes and services to promote a work environment where all KLM employees experience fulfilling, meaningful, and purposeful work on a daily basis.
The team will build onto previous projects, such as:¬†Moving your World, KLM’s¬†digital transformation, and its real estate vision. KLM aims to do more with less and the team is motivated to combine¬†these key elements in¬†each design stage, prototype development, research, and ideation.
Each group member will bring¬†his/her own passions and interests into the project and process, in order to to develop a tangible solution and¬†concept of “The Winning Way of Working”. Listed below, you can¬†find a brief summary of each of the team members’ interests.¬†The lists include¬†passions and research interests that each group member¬†believes to be¬†relatable to the¬†project.
- Jim: gaming, the Internet of things, electronics design, privacy & security, and Ruby & Python (coding)
- Suzanne: The psychology of feeling¬†happy and valuable, smart buildings, new technologies, and ‘Het Nieuwe Werken’
- Seb: future foods, gaming (Virtual Reality), new ways¬†to digitally socialize, off-grid living, and the social impact of music
- Kei: gaming (Augmented Reality), (digital) live performance technology, and hologram concert technology
- Mack: location-based mobile gaming, Augmented Reality, personalization technology/smart technology, socialization, emotions, and art
To Conclude: Thank you for reading along, the team appreciates your interest and hopes to see your work somewhere public soon! Come¬†by¬†next week for some interesting features on Suzanne (designer), the group process and prototypes that have been created so far, team¬†perspectives on those creations, the methods used and more!