Acknowledging constraints in user interviews and testing with limited time and number of offenders for user interview and user testing.
How We Overcome This:
Strategic question prioritisation and consultation with psychologists for diverse insights.
We understand that communication with the offenders may be challenging due to language barriers and the sensitivity of the topics being discussed.
How We Overcome This:
Prioritising user comfort and safety, exploring options such as multilingual psychologists to facilitate meaningful discussions.
Adapting to security constraints in the prison facility by utilising paper prototypes. Recognising limitations such as lack of interactivity and potential for inaccurate feedback.
How We Overcome This:
Exploring alternative approaches like low-fidelity digital prototypes or testing outside the facility when feasible.
We conducted thorough contextual research, competitive and comparative analysis before conducting user interviews for the e-learning tablet prototype. These insights helped us to design a product that meets the needs of the users and the goals of the Singapore Prison Service.
During our contextual research, which included watching documentaries and conducting interviews with psychologists, we gained valuable insights that greatly influenced our app design decisions.
Existing App Landscape: Analysing 23 applications on the provided tablet, including gaming, educational, and general apps.
Recognising the 90-minute usage limit and assessing app frequency and duration. Gaining insights into the current offerings and identifying opportunities for differentiation.
Assessing the "Classroom" e-learning app on the tablet, examining its content like lessons, reflections, and goal-setting activities.
Comparing it to other e-learning apps to identify areas for improvement and innovation in our prototype.
We conducted user interviews with a group of offenders who were referred to us by psychologists, focusing on three key areas:
Gamification Framework for Engaging Learning:
Incorporating the Octalysis framework by Yu-kai Chou to infuse fun and motivation into our e-learning tablet prototype.
In this project, our focus is on the white hat motivators that provide positive reinforcement, create meaningful engagement, empower users, and align with our ethical framework.
By leveraging these motivators, our goal is to develop a learning experience that is positive, meaningful, and engaging, ultimately promoting long-term user engagement and success.
The 4 core drives that we have chosen to incorporate into the Get on Track application are:
7 out of 10 users expressed a preference for the e-learning app version of Get on Track compared to the booklet version.
After attending a session with gamification expert Yu Kai Chou, we gained valuable insights for enhancing our e-learning app. One recommendation was to consider incorporating the core drive of "Unpredictability" through the concept of "Randomised Rewards." This involves introducing surprise rewards or bonuses for users upon completing milestones or activities. By adding this element, we aim to keep users engaged and motivated in their learning journey.
One key takeaway from this project was the need for a different approach, considering the unique circumstances of our users, who were offenders. Sensitivity and empathy played a crucial role in designing an app that catered to their needs. We immersed ourselves in their world, understanding their struggles and adapting our solutions accordingly.
By embracing empathy, we developed features that addressed their specific needs and created a safe and non-judgmental space for their personal growth. This project showcased the transformative power of technology in bridging gaps and facilitating rehabilitation. Our goal was to empower the offenders, offering them support and a chance to reintegrate into society.
In summary, this project highlighted the importance of understanding the offenders' experiences and providing tailored solutions to help them on their journey of rehabilitation and growth.